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	<updated>2026-04-08T11:05:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1616849</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1616849"/>
		<updated>2023-10-10T19:58:31Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Beretta 92FS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It will be officially released on November 10, 2023, though preorders allow the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant.&lt;br /&gt;
It fires in three-round burst by default.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;Full-Auto Carbine Conversion&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit.&lt;br /&gt;
&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop (in fact, it lacks one), combined with a lack of finger grooves and an enlarged magazine release similar to the latter. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted Modern Warfare trilogy is beyond anyone's comprehension.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The [[RSh-12]] is seen in the multiplayer trailer.&lt;br /&gt;
&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds, and despite this the magazine is very clearly marked with a large &amp;quot;25&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is scheduled to appear as the &amp;quot;WSP-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 uzi rrt877.jpg|thumb|none|450px|The Uzi on the map Highrise.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with an A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
The unreleased 9x19mm conversion of the [[LWRC SMG-45]] is seen in the multiplayer trailer.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is set to appear as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 is set to appear as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 origin-12 rrt877.jpg|thumb|none|600px|The Origin-12 in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge. The model in game uses a standard synthetic non-pistol grip stock by default.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available in the beta as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|The ACR as seen with the operator in the middle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] chambered in 6.8mm Remington SPC with black furniture is set to appear as the &amp;quot;MCW 6.8&amp;quot;.&lt;br /&gt;
[[File:ACR DMR.jpg|thumb|none|450px|Bushmaster ACR DMR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN==&lt;br /&gt;
The [[CZ 805 BREN]] appears as the &amp;quot;MTZ-556&amp;quot;.&lt;br /&gt;
[[File:CZ805bren-a2.jpg|thumb|none|450px|CZ 805 BREN A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 bren 2 rrt877.jpg|thumb|none|600px|The CZ 805 in the campaign premiere.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2]] in 7.62x51mm NATO appears as the &amp;quot;MTZ-762&amp;quot;.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A short-barreled [[CZ BREN 2]] in a DMR configuration, intended to pass for a BREN 2 PPS, appears as the &amp;quot;MTZ Interceptor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is supposed to appear as the &amp;quot;ANVL-B&amp;quot;.&lt;br /&gt;
[[File:FN F2000 TR rifle.jpg|thumb|none|450px|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;.&lt;br /&gt;
[[File:G36A1.1.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36A1.1 with an IdZ stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95==&lt;br /&gt;
A [[QBZ-95]] is seen in a promotional screenshot.&lt;br /&gt;
[[File:QBZ-95-1 Picatinny Rail.jpg|thumb|none|450px|QBZ-95 and QBZ-95-1 with custom Picatinny rail system - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] is seen in a promotional screenshot.&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|The character on the right has the QBZ-97.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
The [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;BAS-B&amp;quot;. Unlike the [[LoneStar Future Weapons RM277]]-based rifle from the previous game, it is stated to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of &amp;quot;6.8 Wrath&amp;quot;. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears in the beta as the &amp;quot;Longbow&amp;quot;, fitted with a 25-round magazine.&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears as the &amp;quot;KV Inhibitor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] is set to appear as the &amp;quot;Katt-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] or an FN SCAR-H variant is set to appear as the &amp;quot;TAQ Eradicator&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]].&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95==&lt;br /&gt;
A [[QJB-95]] variant is set to appear as the &amp;quot;DG-58 LSW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95.jpg|thumb|none|450px|QJB-95 - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A yet-to-be-identified underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; in the game is set to appear as the [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
The [[M83 smoke grenade]] is set to appear as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:M87.JPG|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is set to be featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1615202</id>
		<title>Talk:Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1615202"/>
		<updated>2023-10-01T18:33:00Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* New weapons from beta/launch datamine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Hensoldt ZO 4x30i===&lt;br /&gt;
The same Hensoldt ZO 4x30i based &amp;quot;BPZ40 Hybrid&amp;quot; from ''Modern Warfare II'' is seen in the Gamescom gameplay trailer.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==Weapon list from datamine and leaked images==&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_ar_acharlie = Bushmaster ACR in 5.56&lt;br /&gt;
&lt;br /&gt;
jup_ar_acharlie300 = Bushmaster ACR in .300 Blackout&lt;br /&gt;
&lt;br /&gt;
jup_ar_golf36 = Heckler &amp;amp; Koch G36&lt;br /&gt;
&lt;br /&gt;
jup_ar_bromeo2m = CZ BREN 2 Ms in 7.62×39&lt;br /&gt;
&lt;br /&gt;
jup_ar_bromeo805 = CZ 805 BREN in 5.56&lt;br /&gt;
&lt;br /&gt;
jup_ar_foxtrot2000 = FN F2000&lt;br /&gt;
&lt;br /&gt;
jup_ar_qbravo95 = QBZ-95 in 5.8x42&lt;br /&gt;
&lt;br /&gt;
jup_ar_qbravo97 = QBZ 97 NSR Gen 3 in 5.56&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_br_acharlie450 = Bushmaster ACR in .450 Bushmaster&lt;br /&gt;
&lt;br /&gt;
jup_br_bromeo2 = CZ BREN 2 BR in 7.62×51&lt;br /&gt;
&lt;br /&gt;
jup_br_xmike5 = MCX Spear(XM7)&lt;br /&gt;
&lt;br /&gt;
Designated Marksman Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_dm_acharlied = ACR DMR (in 5.56?)&lt;br /&gt;
&lt;br /&gt;
jup_dm_bromeop = CZ BREN 2 PPS&lt;br /&gt;
&lt;br /&gt;
jup_dm_slima8 = Heckler &amp;amp; Koch SL8&lt;br /&gt;
&lt;br /&gt;
jup_dm_svictork = Kalashnikov SVK&lt;br /&gt;
&lt;br /&gt;
Machine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_lm_evictor = FN EVOLYS&lt;br /&gt;
&lt;br /&gt;
jup_lm_mgolf36 = Heckler &amp;amp; Koch MG36&lt;br /&gt;
&lt;br /&gt;
jup_lm_pkilob = Bullpup PKP Pecheneg&lt;br /&gt;
&lt;br /&gt;
jup_lm_pkilop = PKP Pecheneg&lt;br /&gt;
&lt;br /&gt;
jup_lm_qbravo95lsw = QJB-95 LSW&lt;br /&gt;
&lt;br /&gt;
Pistols:&lt;br /&gt;
&lt;br /&gt;
jup_pi_glima21 = Glock 21&lt;br /&gt;
&lt;br /&gt;
jup_pi_mike93 = Beretta 93R&lt;br /&gt;
&lt;br /&gt;
jup_pi_rsierra12 = RSh-12&lt;br /&gt;
&lt;br /&gt;
jup_pi_uzulum = Micro Uzi&lt;br /&gt;
&lt;br /&gt;
Shotguns:&lt;br /&gt;
&lt;br /&gt;
jup_sh_pump = ?&lt;br /&gt;
&lt;br /&gt;
jup_sh_semi = ?&lt;br /&gt;
&lt;br /&gt;
Submachine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_sm_coscar635 = Colt Model 635&lt;br /&gt;
&lt;br /&gt;
jup_sm_lwhiskey = LWRC SMG-45&lt;br /&gt;
&lt;br /&gt;
jup_sm_scharlie3 = CZ SCORPION EVO 3&lt;br /&gt;
&lt;br /&gt;
jup_sm_umike = Heckler &amp;amp; Koch UMP&lt;br /&gt;
&lt;br /&gt;
jup_sm_uzulu = Uzi&lt;br /&gt;
&lt;br /&gt;
jup_sm_uzulup = Uzi Pro&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_sn_hsierra = Steyr HS .50 M1&lt;br /&gt;
&lt;br /&gt;
jup_sn_svictor = SVCh&lt;br /&gt;
&lt;br /&gt;
Lethal Equipment:&lt;br /&gt;
&lt;br /&gt;
jup_eq_butterfly_mine = PFM-1 mine&lt;br /&gt;
&lt;br /&gt;
Killstreaks:&lt;br /&gt;
&lt;br /&gt;
jup_ks_lrad = Long-range acoustic device&lt;br /&gt;
&lt;br /&gt;
jup_ks_switchblade_drone = AeroVironment Switchblade&lt;br /&gt;
&lt;br /&gt;
Also confirmed from leaked screenshots: Unknown DMR AK in 5.45, AK-101, Cadex Tremor 50 and Beretta ARX-200 (99.99% probability of an ARX-160).--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 07:30, 22 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:As well as that very odd bolt action AK receiver seen in the weapon vault preview. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:17, 23 August 2023 (UTC)&lt;br /&gt;
::I couldn't identify either of the Vault weapons.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 03:59, 23 August 2023 (UTC)&lt;br /&gt;
:::The bolt action AK is either a Pakistani Khyber Pass conversion or an Armenian K11M.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:24, 27 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ACR vs. MSBS &amp;amp; VHS-2 vs. QBZ ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
thanks for correcting my additions. I'm not interested in a conflict. I'm glad my IDs got challenged. But here is my point:&lt;br /&gt;
&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|Screen in question]]&lt;br /&gt;
&lt;br /&gt;
The receiver split on the polish soldiers weapon is strait. Every ACR got a hump. So I thought that the MSBS would be a better pick.&lt;br /&gt;
&lt;br /&gt;
[[File:MSBS GROT C16 FB-A0.jpg|thumb|400px|thumb|none|FB MSBS Grot C16 FB-A0 - 5.56x45mm]]&lt;br /&gt;
[[File:Remington ACR PDW rifle.jpg|thumb|450px|thumb|none|Remington ACR PDW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
In case of the other soldier. I thought the large sights would give it away as a VHS-2 and there seems to be something in the caring handle that would bee the VHS-2's charging handle.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|450px|thumb|none|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:VHS2.JPG|thumb|400px|thumb|none|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
This is just my opinion, time will tell. --[[User:RRT877|RRT877]] ([[User talk:RRT877|talk]]) 17:05, 15 September 2023 (UTC)&lt;br /&gt;
:A VHS-2 with Grot bullpup elements is already [[Call of Duty: Modern Warfare II (2022)#HS_Produkt_VHS-K2|in the previous game]], and as we know, the arsenal from ''MWII'' is supposed to be carried over in this game. The stock of the bullpup rifle much more closely resembles the QBZ. As for the ACR, it does appear to have some visual elements of the normal Grot, but we have to wait until the game is actually available to determine this in detail. It does have the Remington ACR style brass deflector.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:34, 15 September 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
I personally think the rifle in the center is a PSA JAKL.[https://palmettostatearmory.com/psa-jakl-300bo-pistol-w-o-brace-fde.html] - [[User:KINKI'boy|KINKI'boy]]([[User talk:KINKI'boy|talk]]) 05:09, 30 September 2023 (JST)&lt;br /&gt;
&lt;br /&gt;
== New weapons from beta/launch datamine  ==&lt;br /&gt;
&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_jp03_ar_aromeo160 = Beretta ARX160&lt;br /&gt;
&lt;br /&gt;
jup_jp25_ar_talpha95 = IWI Tavor X95&lt;br /&gt;
&lt;br /&gt;
jup_jp36_ar_anov94 = AN 94&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_jp03_br_aromeo200 = Beretta ARX200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Machine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_cp05_lm_halpha = FN HAMR IAR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shotguns:&lt;br /&gt;
&lt;br /&gt;
jup_jp16_sh_recho870 = Remington 870&lt;br /&gt;
&lt;br /&gt;
jup_jp09_sh_oromeo12 = Origin-12&lt;br /&gt;
&lt;br /&gt;
jup_cp01_sh_aromeo410 = AR 410&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Submachine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_jp03_sm_pmike = Beretta PMX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_jp10_sn_cdelta50 = CDX-50 TREMOR&lt;br /&gt;
&lt;br /&gt;
jup_jp36_sn_boscar = The Polish Bor?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Launchers:&lt;br /&gt;
&lt;br /&gt;
jup_jp22_la_dromeo = no idea&lt;br /&gt;
&lt;br /&gt;
jup_jp26_la_mike32 = Milkor MGL/M32(probably not usable in MP again)&lt;br /&gt;
&lt;br /&gt;
jup_jp26_la_cluster = no idea(M32 variant?)&lt;br /&gt;
&lt;br /&gt;
jup_jp26_la_cluster32 = no idea(M32 variant?)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Melee:&lt;br /&gt;
&lt;br /&gt;
jup_jp23_me_knife = a new knife, more bloat&lt;br /&gt;
&lt;br /&gt;
jup_jp23_me_kalpha = Kali Sticks or a Katana?&lt;br /&gt;
&lt;br /&gt;
Image for reference: https://imgur.com/gquFVvI Asking for corrections/help on the unidentified ones. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 29 September 2023 (UTC)&lt;br /&gt;
:The &amp;quot;sn_boscar&amp;quot; is apparently a part of the same weapon platform as the AN-94 (both have the jp36 prefix). I don't know of any &amp;quot;sniper&amp;quot; variant of the AN-94... Also, the only launcher I can think of that would fit the &amp;quot;dromeo&amp;quot; codename would be the M47 Dragon (aka FGM-77). --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:32, 1 October 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1602766</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1602766"/>
		<updated>2023-08-10T01:29:42Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* IWI Tavor TS12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2019'', the game is comprised of four main modes: the traditional singleplayer campaign, multiplayer, Spec Ops and Warzone 2.0 with additional DMZ mode.&lt;br /&gt;
&lt;br /&gt;
The singleplayer story is the continuation of ''Modern Warfare''’s storyline, following the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
The multiplayer is the standard attraction of the ''Call of Duty'' franchise, along with PvE Spec Ops missions. A new submode to Spec Ops are Raids, which are multi-stage, high-risk high-reward episodic long levels mixed with cooperative combat and puzzle-solving. As of March 2023, &amp;quot;Atomgrad&amp;quot; is the only available Raid in the game, along with four episodes which take place after the events of ''Modern Warfare'' and by extension, some events of Warzone 1.0 before the release of ''Black Ops: Cold War''.&lt;br /&gt;
&lt;br /&gt;
Following on the heels of ''Warzone'', '''''Call of Duty: Warzone 2.0''''' is a standalone free-to-play gamemode that expands upon the original mode with new features and new maps, with additional maps being added later seasons. In addition, Warzone 2.0 also includes the DMZ submode, an extraction-type PvPvE gamemode where players complete faction quests, scavenge for weapons and loots, fend off against enemy NPCs as well as players and exfiltrate the map alive, with no set objective.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game.&lt;br /&gt;
&lt;br /&gt;
Weapon reloads are now &amp;quot;staged&amp;quot;, meaning if the player performs an action that would cancel a reload (as with previous entries), the reload animation will resume to its previous state until the magazine/last round is either inserted (for non-empty reloads) or when the weapon is chambered. Underbarrel grenade launcher reloads are not affected by this, however.&lt;br /&gt;
&lt;br /&gt;
Reaching the maximum level of a weapon unlocks Weapon Tuning, wherein the player can finetune various attachments to be slightly better at one statistic at the cost of another. Various store blueprints come with predetermined &amp;quot;pro-tuned&amp;quot; attachments; in which the player cannot modify. Pro-tuned attachments are reset if the player modifies their attachments or its tuning.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments. It is possible to create a loadout with two similar weapons with marginally different stats, such as having the AUG A3 and AUG HBAR variant in the same loadout, with similar attachment setups. Post-release weapons in existing weapon platforms are not unlocked by progressing the specific weapon level required, as those are completed through various tasks instead.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* ISO Platform (B&amp;amp;T APC family)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Sakin G Series (Desert Eagle variants)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Pistol Fastdraw&amp;quot; benefit (previously known as &amp;quot;Tactical Pistol Raise&amp;quot;) introduced in ''MWII'' is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively (including TEC-9 hybrid machine pistol).&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
Weapon and inventory management in Warzone 2.0 is similar to its previous iteration, where in players are airdropped with weak weapons, scavenge weapons all over the game world and procure their own loadout weapons in a supply drop. DMZ on the other hand is similar to &amp;quot;extraction&amp;quot; games of a similar fashion. The player is given three insured weapon slots (one available at the start, the other two require metagame upgrades), which the player can customize and they do not get lost if they leave it in the game world (should the player die or exchange for a new weapon, even if the enemy picks up the weapon), though it has a cooldown which can be decreased by successful extractions or by submitting items into a &amp;quot;dead drop&amp;quot; (which is an interactable dumpster) in certain locations of the map. In addition, the player has a number of temporary &amp;quot;contraband&amp;quot; weapon slots which are the weapons brought by the player upon a successful extraction. These weapons will be lost if they are dropped, although they can be destroyed in the game's lobby to free up space for more contraband weapons. Firearms can be customized in a Workbench while on a raid, albeit with a fee of credits obtained throughout the round.&lt;br /&gt;
&lt;br /&gt;
As before, weapons in both Warzone 2.0 Battle Royale and DMZ can be acquired through enemies (either NPC bots or player operatives) or through various loot containers all over the map; contraband weapons can also be obtained by completing various faction missions. Also, if the player extracts with a weapon that they haven't unlocked yet, the weapon will be immediately unlocked for free without the player level or weapon platform requirement.&lt;br /&gt;
&lt;br /&gt;
The method of unlocking cosmetic camouflages was overhauled in ''MWII'' compared to its predecessors. Every weapon has four unique camouflages (with only one unique camo for every launcher), each with their easy challenges in order to unlock them. Once the specific camo is unlocked, it can be used in every weapon available, streamlining the process of the camo grind from previous games. Unlocking all base camouflages for the current weapon allows the player to progress through the mastery camo challenges.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew, alluding to the knife in the logo of IMI/IWI). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 DesertEagle.jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two Desert Eagles fitted with ported barrels while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;GS Magna&amp;quot;==&lt;br /&gt;
A Desert Eagle modified (presumably by cartel members) to fire full-auto based on the &amp;quot;Thunderbird&amp;quot; Desert Eagle made by YouTuber Mr.Wilk was added as a separate weapon in Season 3 Reloaded, as the &amp;quot;GS Magna&amp;quot;. Aesthetically, the pistols differs from the game's standard Desert Eagle by featuring a ported barrel, different grip texture, a tan/bronze-like finish, and different markings. In gameplay terms, it cannot equip lasers/lights or trigger attachments, but can instead use vertical foregrips.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:Mwiifullautodeagleloadout.jpg|thumb|none|600px|In the loadout screen.]]&lt;br /&gt;
[[File:Mwiifullautodeagle1.jpg|thumb|none|600px|Checking the weapon, loaded with overpressure rounds.]]&lt;br /&gt;
[[File:Mwiifullautodeagle2.jpg|thumb|none|600px|Valeria about to lose her teeth while dumping a magazine of .50 AE.]]&lt;br /&gt;
[[File:Mwiifullautodeagle3.jpg|thumb|none|600px|Dual wielding the weapons while firing with predictable uncontrollability.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]]. It is based on a 5th generation version with front slide serrations, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with a grey follower, a +7 extended baseplate that changes the follower color to orange, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that's supposed to hold 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note the metal plate that is in place of the right-side slide stop.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the witness holes are actually textured on - cartridges will still show on these after the mag is empty).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from ''Modern Warfare''...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and ''MW19''’s &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:MWII G18 KPOS (1).jpg|thumb|none|600px|The G18 KPOS imitation with the &amp;quot;X13 Coachwhip Stock, Bruen Tri-Port compensator,&amp;quot; and &amp;quot;Schlager Tango&amp;quot; folding foregrip.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides. &lt;br /&gt;
&lt;br /&gt;
The whole thing might have been inspired by videos such as a [https://www.youtube.com/watch?v=C4dBuPJ9p7A story by VICE about printing a Glock], though, even that particular video shows the complexities involved with the assembly.&lt;br /&gt;
[[File:Mwii3dglock1.jpg|thumb|none|600px|The terrorist places individual parts on his tray table. As mentioned before, the firing spring and firing pin were inside his seatbelt buckle, the barrel inside a flashlight &amp;amp; trigger as a necklace (not pictured). The slide and two part frame he takes out already has some components attached (although it's difficult to tell if they are plastic or metal.]]&lt;br /&gt;
[[File:Mwii3dglock7.jpg|thumb|none|600px|The slide after inserting the barrel, after this he inserts the firing pin.]]&lt;br /&gt;
[[File:Mwii3dglock10.jpg|thumb|none|600px|The front half of the two part frame.]]&lt;br /&gt;
[[File:Mwii3dglock12.jpg|thumb|none|600px|About to merge the two part frame. Unfortunately the pre-rendered cutscene features added motion blur when the front assembly comes into view.]]&lt;br /&gt;
[[File:Mwii3dglock13.jpg|thumb|none|600px|Closeup of the nubs which supposedly holds the two assemblies together.]]&lt;br /&gt;
[[File:Mwii3dglock15.jpg|thumb|none|600px|Attaching the slide to the completed frame. It isn't fully visible here, but the slide has holes in the top for mounting optics.]]&lt;br /&gt;
[[File:Mwii3dglock17.jpg|thumb|none|600px|Retreiving the magazine from the salad lid.]]&lt;br /&gt;
[[File:Mwii3dglock21.jpg|thumb|none|600px|...And racking the slide after inserting it. Note the forward mounted iron sights.]]&lt;br /&gt;
[[File:Mwii3dglock23.jpg|thumb|none|600px|Holding the completed Glock.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Kill or Capture&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:MWII P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to ''[[Battlefield 2042]]''’s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:SW500 MWII gunsmith.jpg|thumb|none|600px|The Model 500 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:SW500 MWII gunsmith2.jpg|thumb|none|600px|&amp;quot;Bryson 780&amp;quot; and place of manufacture stamped on the sideplate.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon. It can maintain ADS while reloading, something that wasn't possible with the .357 in the previous game.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation. Having the gun empty twirls the revolver for a little longer than it was when loaded.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
==Staccato P==&lt;br /&gt;
What appears to be a [[STI 1911 Series|Staccato P]] is set to be added in Season 5.&lt;br /&gt;
[[File:STI 2011 Staccato P.jpg|thumb|none|300px|Staccato P - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with a traditional AR-15 style charging handle at the rear and as capable of being chambered from empty with the existing bolt release, whereas the real AR-57 has a right-side charging handle (that can be changed to the left with the bolt release removed from the lower receiver) and no ability to lock the bolt open. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system, probably based on the Gen 2 handguard (although the Gen 2 handguard is still a quad-rail design with cooling slits, not a proper M-LOK design). It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR57 short barrel on BHI lower.jpg|thumb|none|450px|AR-57 with short barrel on a BHI lower receiver - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|Lionel Messi (yes, that one) wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC45==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC45]] was added in Season 4 as the &amp;quot;ISO 45&amp;quot;. It retains some of the animations of the previous &amp;quot;ISO&amp;quot; submachine gun in ''Modern Warfare 2019''. It is also stylized similarly to it, including the upper receiver being extended to the rear (albeit not as much as its ''MW19'' counterpart). By default, it is modeled with the &amp;quot;FTAC 225mm Dominator&amp;quot; barrel from ''Modern Warfare'', which is an extended barrel of intermediate length between the APC9/APC45 and the APC9-P. It can be modified to resemble an APC45 SD with the “16&amp;quot; XLB-S” barrel, or an APC9 K with the “4&amp;quot; Frame S-1” barrel and &amp;quot;SK-3 Cheetah&amp;quot; stock.&lt;br /&gt;
[[File:APC45.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 - .45 ACP]]&lt;br /&gt;
[[File:APC9 Carbine.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet APC9-P carbine, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mwiiiso45battlepass1.jpg|thumb|none|600px|The APC45 in the Battlepass screen.]]&lt;br /&gt;
[[File:Mwiiiso45idle.jpg|thumb|none|600px|Cpt. Price with the SMG in &amp;quot;Vondel,&amp;quot; a fictional borough of Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiiiso45emptystandardreload.jpg|thumb|none|600px|Pulling the charging handle during the empty reload. For the &amp;quot;Fast Hands&amp;quot; reload, the operator uses the bolt release with their trigger finger.]]&lt;br /&gt;
[[File:Mwiiiso45sights.jpg|thumb|none|600px|Aiming down the flip-up sights in a bike shop in Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45inspect2.jpg|thumb|none|600px|When inspecting the weapon, the character tosses the APC to their left hand the performs a brass check with the right hand.]]&lt;br /&gt;
[[File:Mwiiiso45emptyinspect.jpg|thumb|none|600px|The weapon locked empty. The character vigorously tugs the charging handle during the empty inspect animation.]]&lt;br /&gt;
[[File:APC45 SD.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 SD - .45 ACP]]&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'' with the grip design based on that of the [[Magpul PDR-C]]) appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike ''MW19'' this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the “9.5&amp;quot; Duke-30” barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with red dot sight and 20-round polymer magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann&amp;quot; series has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3 (with integral suppressor)==&lt;br /&gt;
An integrally suppressed version of the aforementioned HK94A3 is set to be added in Season 5.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD6, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Interdynamic KG-9 / Intratec TEC-9 hybrid==&lt;br /&gt;
A hybrid of the [[Interdynamic KG-9]] and the [[Intratec TEC-9]] was added to the handguns class in Season 3 Reloaded as the &amp;quot;FTAC Siege&amp;quot;. The weapon has four upper receiver options, most of which have sub-options as well. The standard upper receiver also comes in an extended barrel variant (&amp;quot;Ratchet BE&amp;quot;), an extended barrel and barrel shroud variant (&amp;quot;SuperTac-VI&amp;quot;), and an integrally suppressed variant (&amp;quot;Ratchet BE Tac&amp;quot;). An upper based on the TEC-9 Mini (&amp;quot;Mouse 99&amp;quot;) is also available, which blocks the use of grips, optics, and lasers due to its small size. A much longer upper with angled shroud holes comes in standard (&amp;quot;CMRN-50&amp;quot;) and integrally suppressed (&amp;quot;NST-81&amp;quot;, previously known as &amp;quot;STF-U&amp;quot;) variations, and a lightweight upper with rectangular holes and entirely different iron sights are also options.&lt;br /&gt;
&lt;br /&gt;
The gun can equip the wire stock and foregrip of the KG-9's full-auto sibling, the MP-9. Other stock and grip options are available, including an angled metal foregrip highly reminiscent of the [[Beretta 93R]]. A unique thread-on suppressor is also available, and the SMG feeds from 32-round mags, 20-round mags, 50-round drums, or 72-round drums. As of Season 4, it can be dual-wielded, and uniquely, it features an on-screen reload animation when reloading the weapon while akimbo; though it is not the first game that does this, ''[[Call of Duty 2: Big Red One]]'' and ''Call of Duty: Mobile'' both feature such akimbo reload animations for pistols and the Vector respectively.&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|350px|Interdynamic KG-9 - 9x19mm]]&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9loadout.jpg|thumb|none|600px|The base weapon in the loadout screen. Notice that it has a fictional magazine release button instead of a paddle, which is properly animated upon reloads and inspects with the left hand, though is incorrect for the real TEC-9.]]&lt;br /&gt;
[[File:Mwiitec91.jpg|thumb|none|600px|Holding the hybrid TEC-9/KG-9.]]&lt;br /&gt;
[[File:Mwiitec93.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiitec94.jpg|thumb|none|600px|Pulling the charging handle during the empty reload.]]&lt;br /&gt;
[[File:Mwiitec95.jpg|thumb|none|600px|Dropping the magazine during the &amp;quot;Fast Hands&amp;quot; reload. For the empty reload, the operator pulls the handle with a slightly altered grip from the standard empty reload.]]&lt;br /&gt;
[[File:Mwiitec92.jpg|thumb|none|600px|Checking the chamber of the loaded weapon.]]&lt;br /&gt;
[[File:Mwiitec96.jpg|thumb|none|600px|Inspecting the weapon after running out of rounds.]]&lt;br /&gt;
[[File:Mwiitec97.jpg|thumb|none|600px|Comically during the empty inspect, the operator will experience a malfunction while attempting to dry fire the gun.]]&lt;br /&gt;
[[File:Mwiiakimbotec91.jpg|thumb|none|600px|Posing with the duel Tec-9 hybrids, Chicago skyline in the background.]]&lt;br /&gt;
[[File:Mwiiakimbotec92.jpg|thumb|none|600px|Pretend firing the weapons gangsta style.]]&lt;br /&gt;
[[File:Mwiiakimbotec93.jpg|thumb|none|600px|Tossing the used magazines after stuffing the guns into his armpits.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|350px|Interdynamic MP-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiimp9tecloadout.jpg|thumb|none|600px|An MP-9-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|350px|Intratec TEC-9 Mini - 9x19mm]]&lt;br /&gt;
[[File:Mwiiminitec9loadout.jpg|thumb|none|600px|A TEC-9 Mini-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9 5-inch barrel.jpg|thumb|none|350px|Intratec TEC-9 with early blade sight and 5.5&amp;quot; screw-on barrel extension - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9extendedbarrelloadoutupt.jpg|thumb|none|600px|A similar build in the loadout screen. Note the backwards mirrored text on the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, which is still missing the piece that connects the pistol grip and the receiver and once again has a massively shrunk-down Super-V recoil dampening system the real Vector is known for, thus resulting in the weapon having actual muzzle rise. As with the P220 pistol, killing opponents with the Vector will hide death skull indicators with its subsonic .45 ammunition.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model only available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model. Another difference is that the pistol grip now has Vector Gen II ribs at the rear.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector SDP (1).jpg|thumb|none|600px|A Vector SDP configuration with the &amp;quot;Double Tap&amp;quot; short magazines.]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector CRB (1).jpg|thumb|none|600px|And a Vector CRB imitating the reference image.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45-round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with an M-LOK handguard that looks like a Midwest Industries / Samson Manufacturing hybrid), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Battle Worn&amp;quot; blueprint, Alejandro's customized MPX from the campaign, was made unlockable for multiplayer during a time-limited event in Season 5. This blueprint's add-on flaired magwell and titanium nitride-coated bolt also make it ideal for a [[John Wick: Chapter 3 - Parabellum|''John Wick'']] build, something likely intentional on the developers' part given how specific a combination this is.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
[[File:MWII MPX Wick.jpg|thumb|none|600px|An MPX setup styled after John Wick's custom [[John Wick: Chapter 3 - Parabellum#TTI SIG-Sauer MPX Carbine|MPX Carbine]], making use of the flaired mag well and TiN-coated bolt found on Alejandro's &amp;quot;Battle Worn&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII MPX-SD (1).jpg|thumb|none|600px|The MPX-SD configuration in the loadout preview.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII MPX-K (1).jpg|thumb|none|600px|An MPX K with the &amp;quot;BR Stockless Mod&amp;quot;, &amp;quot;Bruen Flash&amp;quot; pistol grip, and a 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;, fed by 25- and 32-round stylized [[Steyr MPi 69/81]] magazines.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim forends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bryson Reverb-55 Stock&amp;quot; gives it a fixed stock similar to Magpul shotgun stocks, and the &amp;quot;419mm Schlager Salvo&amp;quot; and &amp;quot;FSS Frame Stock&amp;quot; are resemble the forend and stock of the pump-action [[FABARM STF 12]].&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW22_BenelliM4.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;.]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 NFA (1).jpg|thumb|none|600px|Preview of the M4 NFA short configuration.]]&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 Fabarm.jpg|thumb|none|600px|The STF 12 style parts on the Expedite. The &amp;quot;RMGE-7&amp;quot; muzzle is also equipped here.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 725.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semi-automatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. A Dragon's Breath-equipped model has also been introduced into the game with the release of Season 5 under the name &amp;quot;Corvus Torch&amp;quot;.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor TS12==&lt;br /&gt;
The [[IWI Tavor TS12]] was added in Season 4 Reloaded as the &amp;quot;MX Guardian&amp;quot;. Unlike its real-life counterpart, the TS12 in-game effectively functions as a shotgun Bizon, sporting a detachable helical/prism magazine instead of the triple 5-round tube cluster of the real life version. Thus, upon reloading, the user simply swaps out the magazine instead of inserting individual shells. The TS12 is also fully automatic by default, with semi-automatic and two-round burst fire trigger packs (probably to simulate a binary trigger) as attachments, unlike the real TS12, which comes in semi-automatic by default (of course with the possibility of homemade trigger packs). Prior to the Season 5 update, the shotgun's in-game description described it as having the real version's three separate rotating magazine tubes.&lt;br /&gt;
[[File:Tavor TS12.jpg|thumb|none|450px|IWI Tavor TS12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiits12battlepass.jpg|thumb|none|600px|The Tavor in the Battlepass.]]&lt;br /&gt;
[[File:Mwiits12customizationscreen1.jpg|thumb|none|600px|The other side of the gun in the customization screen.]]&lt;br /&gt;
[[File:Mwiits12spawn.jpg|thumb|none|600px|Cocking the gun during the spawn animation.]]&lt;br /&gt;
[[File:Mwiits12idle.jpg|thumb|none|600px|Taking in the Amsterdam skyline in the mid-season map &amp;quot;Vondel Waterfront&amp;quot;, while holding the mid-season weapon.]]&lt;br /&gt;
[[File:Mwiits12magazine1.jpg|thumb|none|600px|Inspecting the front of the magazine.]]&lt;br /&gt;
[[File:Mwiits12magazine2.jpg|thumb|none|600px|Rear of the magazine. Based on the fictional design, it could be a helictical magazine.]]&lt;br /&gt;
[[File:Mwiits12reload3.jpg|thumb|none|600px|Loading a new magazine. In both the inspect animations and the standard reloads, the player struggles with securing the magazine and gives it a smack to properly seat it. For the &amp;quot;Fast Hands&amp;quot; reload the player has no such issue loading it.]]&lt;br /&gt;
[[File:Mwiits12reload4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Mwiits12burst.jpg|thumb|none|600px|The fictional &amp;quot;Burst Trigger Pack&amp;quot;, which is the only attachment which allows for dragon's breath rounds.]]&lt;br /&gt;
[[File:Mwiits12inspectempty1.jpg|thumb|none|600px|The action locked open on empty. Note the advanced ''[[Call of Duty: Ghosts|fish AI]]''.]]&lt;br /&gt;
[[File:Mwiits12inspectempty2.jpg|thumb|none|600px|Looking at the empty magazine. Note the protruding follower.]]&lt;br /&gt;
[[File:Mwiits12inspectempty3.jpg|thumb|none|600px|Amusingly, the player gets frustrated while trying to seat the magazine, and gives it a much harder smack.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). Along with being fitted with a left side charging handle modification, the shotgun's bolt will lock open when empty when using either stick magazine, but does not lock back when using the drum. The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun. It can be loaded with Dragon's Breath incendiary shells, though as with the Benelli M4 above, low-powered rounds would make the weapon's usage unfeasible because of the weapon's self-loading nature. It is not an issue when used in-game, though. A custom Vepr-12 firing incendiary shells is the weapon of choice of the Pyro DMZ boss, along with a riot shield.&lt;br /&gt;
&lt;br /&gt;
As a post-release weapon, it can either be permanently unlocked by completing its challenge, purchasing by a store bundle that has the weapon, or by extracting the weapon in DMZ mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiiveprpreview.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiiveprspawn.jpg|thumb|none|600px|Spawning with the Vepr-12, the operative performs an underhand rack of the charging handle; this would be a bit less odd if said handle wasn't on the left side of the gun.]]&lt;br /&gt;
[[File:Mwiivepr0.jpg|thumb|none|600px|Gaz holding the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr1.jpg|thumb|none|600px|Examining the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr2.jpg|thumb|none|600px|In the inspect animation the character examines the magazine before tapping it on the magwell... ]]&lt;br /&gt;
[[File:Mwiivepr3.jpg|thumb|none|600px|...then puts it back in and performs a chamber check.]]&lt;br /&gt;
[[File:Mwiivepr4.jpg|thumb|none|600px|Firing with a massive muzzle flash; given how it obscures the front sight, this appears to be coming out of the gas block, rather than the actual muzzle.]]&lt;br /&gt;
[[File:Mwiivepr5.jpg|thumb|none|600px|Ripping out the magazine while holding another during the empty &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Mwiivepr6.jpg|thumb|none|600px|And then dropping the bolt. For the standard reload the charging handle is used instead.]]&lt;br /&gt;
[[File:Mwiivepr12.jpg|thumb|none|600px|Examining a Vepr-12 equipped with a drum magazine and Dissident Arms MOD2 style handguard. When equipped with a drum magazine, both of the empty reloads only use the charging handle...]]&lt;br /&gt;
[[File:Mwiivepr14.jpg|thumb|none|600px|...as, unlike when using either box magazine option, the drum magazine-equipped Vepr-12 will still have its bolt forward when empty.]]&lt;br /&gt;
[[File:Mwiiveprshotshotgun.jpg|thumb|none|600px|&amp;quot;Yo dawg, we heard you liked shotguns.&amp;quot;]]&lt;br /&gt;
[[File:Vepr-12.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:MWII Vepr-12 LB.jpg|thumb|none|600px|The Vepr with the &amp;quot;Range Twelve&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous ''Modern Warfare''’s pump-action shotguns', this weapon is chamber-loaded upon running empty, a rare instance in the ''Call of Duty'' franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files (which did eventually come to the game in Season 2), and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590M.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the receiver of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign. The &amp;quot;Cursed&amp;quot; blueprint from Season 3 &amp;quot;features&amp;quot; a removed dust cover, which showcases the AK's bolt.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK-103.jpg|thumb|none|600px|The AK-103 in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from ''MW19''’s AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:Mwiiak103closeup.jpg|thumb|none|600px|Closeup of the right side of a customized AK-103.]]&lt;br /&gt;
[[File:Mwiiak103siderail.jpg|thumb|none|600px|The &amp;quot;Cursed&amp;quot; blueprint with an optic. As the dust cover remains removed, the bracket mount from other AK variants is used here. Note the strangely colored recoil spring.]]&lt;br /&gt;
[[File:Mwiicursedak1.jpg|thumb|none|600px|Inspecting the AK-103 without dust cover.]]&lt;br /&gt;
[[File:Mwiicursedak2.jpg|thumb|none|600px|The empty inspect animation has the operator pull the bolt all the way to the rear. Note the ejector has a notch in it for some reason, as this would likely weaken the part.]]&lt;br /&gt;
[[File:Mwiicursedak3.jpg|thumb|none|600px|The AK-103's spring compressed while in full recoil.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:MWII AK-103 Farah.jpg|thumb|none|600px|Farah wields a custom AK in &amp;quot;Violence and Timing,&amp;quot; equipped with a shiny underfolder and a mix of both -103 and -104 gas tubes.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiitherebelakm.jpg|thumb|none|600px|Holding the AK-103 Blueprint &amp;quot;The Rebel&amp;quot; (with alternate &amp;quot;KAS-7 406mm&amp;quot; barrel), which features a more appropriate reddish-brown bakelite grip.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mwiiakmsloadout.jpg|thumb|none|600px|An AKMS-style build using the &amp;quot;The Rebel&amp;quot; blueprint in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mwiiakmscursed5.jpg|thumb|none|600px|Valeria holds a pseudo-AKMS without dust cover.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty. &lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK-105.jpg|thumb|none|600px|An AK-105 in the gunsmith preview screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer.]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animation when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held &amp;quot;upside down&amp;quot; in their hand), then rocks it in and performs and underhand pull of the bolt, similar to the ''[[Call of Duty: Modern Warfare (2019)]]'' 's [[AN-94]].&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. It is a common weapon from Al-Qatala NPC forces in Al Mazrah in DMZ.&lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:MW22_AKS74UN.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MwiiChiron1.jpg|thumb|none|600px|Kicking out the magazine with an odd upside down technique on the stockless AK. This updated empty reload animation is similar to ''MW19''’s AN-94.]]&lt;br /&gt;
[[File:MwiiChiron2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MwiiChiron3.jpg|thumb|none|600px|Rocking in the new magazine. An underhanded rack of the bolt is preformed after this.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller sibling, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO&amp;quot; from ''MW19''. It also shares similar Magpul MBUS styled iron sights.&lt;br /&gt;
&lt;br /&gt;
The game files refer to the weapon as &amp;quot;ar_acharlie300&amp;quot;, alluding to the APC300 variant. In addition, the ejection port is marked &amp;quot;Cal. 7.62x35mm&amp;quot; (i.e. .300 AAC Blackout), and the handguard is an elongated version of the one seen on the APC300 and early versions of the APC556 PDW (interestingly, the rifle in-game is a normal APC556/300 upper receiver on a Pro lower receiver, shown by its ability to change pistol grips). Conversely, the gas system is of APC556-esque length. The weapon is chambered in the APC556's 5.56x45mm cartridge by default, and can be modified to use the APC300's .300 Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
Being a post-release weapon, the APC556 is unlocked either through store bundles, DMZ or challenge unlock.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:APC300.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC300, for comparison - .300 AAC Blackout]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum (a map which was originally in the beta, but due to legal issues with it being based on the real the J. Paul Getty Museum, was held back).]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon. Note the &amp;quot;Cal. 7.62x35mm&amp;quot; markings on the ejection port, regardless of what caliber is used.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_M901.jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player character here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
[[File:Mwiim43rd2.jpg|thumb|none|600px|The &amp;quot;Burgertown Operator&amp;quot; with an M4A1 and two inflatable decoys.]]&lt;br /&gt;
[[File:Mwiim43rd1.jpg|thumb|none|600px|Alex fires his M4A1. Note the starburst muzzle flash.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] was added in Season 5 under the name &amp;quot;FR Avancer&amp;quot;, though the markings on its model read &amp;quot;Modèle 223&amp;quot;. As with every other FAMAS in ''Call of Duty'' thus far the rifle features 25-round magazines; for the second time in the series they actually hold the correct 25 rounds, rather than 30. 45- and 60-round quad-stack magazines are available alternate options, with the former being the &amp;quot;chopped&amp;quot; MAG5-60 quad-stack model seen on Instagram and in the previous Modern Warfare game. Also as in ''MW19'', the rifle's integrated bipod can be deployed as an attachment (though currently this also unnecessarily equips a rail under the handguard, as was the case for the RPK's bipod before that was fixed), while equipping the &amp;quot;SA Ion&amp;quot; pistol grip and &amp;quot;FR Sprinter&amp;quot; stock pad brings the rifle closer in appearance to its real world counterpart. &lt;br /&gt;
&lt;br /&gt;
A pseudo FAMAS FÉLIN build can be achieved by adding the &amp;quot;3x RFL-Optic&amp;quot; and &amp;quot;OP-X9 Foregrip&amp;quot; to the aforementioned pistol grip and stock.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MwiifamasV1.jpg|thumb|none|600px|Holding the FAMAS on the newest iteration of &amp;quot;Strike&amp;quot; from the original Modern Warfare.]]&lt;br /&gt;
[[File:MwiifamasV2.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MwiifamasV4.jpg|thumb|none|600px|Making sure the rounds are seated during the inspect animation...]]&lt;br /&gt;
[[File:MwiifamasV5.jpg|thumb|none|600px|...and chamber checking. This animation is also used when spawning with the rifle, albeit the character chambers the rifle from empty.]]&lt;br /&gt;
[[File:MwiifamasV6.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MwiifamasV7.jpg|thumb|none|600px|Tugging the charging handle. For the &amp;quot;fast hands&amp;quot; reload, the player doesn't turn the rifle to the left.]]&lt;br /&gt;
[[File:MwiifamasV8.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; tactical reload on a psudo FÉLIN build. This animation is very similar to the tactical reload the FAMAS in Modern Warfare 2019 had.]]&lt;br /&gt;
[[File:MwiifamasV9.jpg|thumb|none|600px|Actuating the trigger guard housed fire selector.]]&lt;br /&gt;
[[File:MwiifamasV10.jpg|thumb|none|600px|Chamber checking on empty.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50-round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the gunsmith preview screen. The model has undergone a stylistic redesign from ''MW19''’s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a rail extension and a fixed stock resembling an [[FN SSR]]/SCAR 20S stock or a KRG SCAR Long Range Stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story. 10-, 15- and 20-round magazines are available, all of which being 5-rounds-underloaded compared to real life.&lt;br /&gt;
&lt;br /&gt;
[[File:SCAR 17S BLK.jpg|thumb|none|450px|FN SCAR 17S BLK - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR17S.jpg|thumb|none|600px|The SSR lookalike in the gunsmith preview screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver. It feeds from black STANAG style 30-round magazines, but 40-round PMAGs and 60-round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
Marines in &amp;quot;Kill or Capture&amp;quot; have SCAR-Ls. It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from ''MW19''’s animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl1.jpg|thumb|none|600px|The Season 5 Blackcell exclusive blueprint, &amp;quot;Caliburn&amp;quot;, features a transparent exterior SCAR-L.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl2.jpg|thumb|none|600px|Empty.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl3.jpg|thumb|none|600px|Closeup of the fire control group.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl5.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl4.jpg|thumb|none|600px|Holding the bolt open, right side.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl6.jpg|thumb|none|600px|A strange bug that happens with a few guns in third person, when chamber checking on empty, the character pushes the bolt carrier way past where it would physically be able to go, while the barrel itself gets pushed backwards.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;17.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL_LB.jpg|none|thumb|600px|A not-so perfect tan SCAR-L LB in the gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A2.jpg|thumb|none|600px|The HK91A2 in the preview screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way. Take note that this screenshot was taken before a patch in February, where the HK91A2's reload animations were altered to be heavier.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A3.jpg|thumb|none|600px|Both sides of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30-round magazines by default, but it can also use 20-round magazines (that hold 15 rounds), 40-round extended magazines or a 60-round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done; this was fixed sometime after the Season 1 update. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-K2==&lt;br /&gt;
A stylized [[HS Produkt VHS-K2]] with a Springfield Armory Hellion-style trigger guard and pistol grip was added in Season 4 as the &amp;quot;Tempus Razorback.&amp;quot; The top rail assembly resembles that of the [[FB MSBS Grot|FB MSBS Grot B]] (alongside the &amp;quot;TA ERGO&amp;quot; stock option), and the charging handle is also similar to the Grot B's, though moved forward over the fire control area. The rifle can equip the VHS-2's integral optic carry handle, tied to the &amp;quot;17&amp;quot; IO-XL&amp;quot; barrel attachment; this barrel is longer than standard, roughly between the VHS-K2 and VHS-D2. The &amp;quot;13&amp;quot; Frenzy IX&amp;quot; barrel features a shorter optics rail as well as a unique red dot sight which replaces the ironsights; this sight can itself be replaced by other optics.&lt;br /&gt;
&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SA Hellion right side.jpg|thumb|none|450px|Springfield Armory Hellion - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MSBS-B-2016.jpg|thumb|none|450px|FB MSBS Grot B - 5.56x45mm]]&lt;br /&gt;
[[File:Mwiirazorbackbattlepass1.jpg|thumb|none|600px|The hybrid rifle in the battlepass.]]&lt;br /&gt;
[[File:Mwiirazorbackidle.jpg|thumb|none|600px|Nikto holds the rifle while in a [[Call of Duty 4: Modern Warfare|familiar location]].]]&lt;br /&gt;
[[File:Mwiirazorbacktacticalreload.jpg|thumb|none|600px|Performing a rather awkward tactical reload.]]&lt;br /&gt;
[[File:Mwiirazorbackempty.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:Mwiirazorbacksleightofhand2.jpg|thumb|none|600px|The &amp;quot;Fast Hands&amp;quot; reloads are similar to the Cronen Squall's, including the use of the bolt release instead of forward charging handle.]]&lt;br /&gt;
[[File:Mwiirazorbackinspect.jpg|thumb|none|600px|Performing a brass check.]]&lt;br /&gt;
[[File:Mwiirazorbackinspectempty.jpg|thumb|none|600px|Chuy unfortunately realizes both his rifle and stomach are empty.]]&lt;br /&gt;
[[File:VHS-D2 and optical sight.jpg|thumb|none|450px|HS Produkt VHS-D2 with 1.5 optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiirazorbackvhs.jpg|thumb|none|600px|The 17&amp;quot; IO-XL barrel &amp;amp; LTX Eclipse comb, making its appearance similar to the VHS-D2.]]&lt;br /&gt;
&lt;br /&gt;
==LoneStar Future Weapons RM277 / Desert Tech MDR hybrid==&lt;br /&gt;
A [[LoneStar Future Weapons RM277]]-based bullpup rifle was added to the battle rifles class in Season 3 under the name &amp;quot;Cronen Squall&amp;quot;. It is depicted as a heavily stylized version of the first prototype, noticeable by having a rear magazine release. However, it also has two buttons near the trigger group that act as bolt release buttons instead of magazine release buttons, a black cheek rest, switchable ejection ports and an enlarged rear similar to that of the [[Desert Tech Micro Dynamic Rifle]]. It is chambered in &amp;quot;6.8 Wrath&amp;quot;, an in-universe version of 6.8x51mm SIG FURY, which is the cartridge of the [[SIG-Sauer MCX-SPEAR]] (now designated as the XM7) that prevailed over the RM277 in the NGSW trials.&lt;br /&gt;
&lt;br /&gt;
The gun uses conventional full brass case ammo like the civilian/training ammo by default but a 6.8 Composite ammo option is also available, bringing it back to the original 6.8mm TVCM cartridge that the RM277 was chambered in. Beside that, Frangible and Hollowpoint ammo options give the 6.8mm SIG FURY cartridge its well-known hybrid case (these options are correct as currently, available hybrid-case ammo to the civilian market is those two options). It is fed by default using 20-round L7 AWM magazines with a 30-rounder and a 50-round Magpul D-50 drum magazine also available; the rifle can also equip its proprietary micro flow-through Brevis III suppressor. &lt;br /&gt;
&lt;br /&gt;
While the real rifle fires from a closed bolt in semi-auto and an open bolt in full-auto, its in-game incarnation is depicted as always firing from an open bolt (with the same firing delay given to all other open bolt weapons), though inconsistent with this, the empty reload animation features the player character using the bolt release as if the rifle were firing from a closed bolt. The out-of-ammo inspect animation is also consistent with the gun always being open bolt, beginning with the trigger being pulled to dry-fire the rifle. In order for the rifle to at least be internally consistent to its fictional always-open-bolt self, the empty reload animation should instead not use the bolt release, and simply swap mags like a non-empty reload.&lt;br /&gt;
 &lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|450px|LoneStar Future Weapons RM277-R (First publicly revealed protoype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:MDRX 308 FDE.jpg|thumb|none|450px|Desert Tech MDRX - .308 Winchester]]&lt;br /&gt;
[[File:RM277 MWII battlepasspreview.jpg|thumb|none|600px|The RM277/Desert Tech hybrid rifle in the battlepass preview.]]&lt;br /&gt;
[[File:Mwiirm277spawn.jpg|thumb|none|600px|Tugging the charging handle when spawning with the rifle.]]&lt;br /&gt;
[[File:Mwiirm277idle.jpg|thumb|none|600px|Holding the gun on the new &amp;quot;Alley&amp;quot; gunfight map.]]&lt;br /&gt;
[[File:Mwiirm277irons.jpg|thumb|none|600px|Using the Magpul MBUS style sights on a particularly disgusting mattress.]]&lt;br /&gt;
[[File:Mwiirm277inspect3.jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:Mwiirm277inspect2.jpg|thumb|none|600px|...then checking the right side.]]&lt;br /&gt;
[[File:Mwiirm277reloadpart.jpg|thumb|none|600px|Regular reload.]]&lt;br /&gt;
[[File:Mwiirm277empty.jpg|thumb|none|600px|Dropping the bolt during an empty reload.]]&lt;br /&gt;
[[File:Mwiirm277mostlyempty.jpg|thumb|none|600px|Loading a mostly spent mag. Note the strange presence of a bullet in the bottom of the magazine.]]&lt;br /&gt;
[[File:Mwiirm277inspectcomposite.jpg|thumb|none|600px|Inspecting the magazine loaded with 6.8mm TVCM. Also note selector set to semi-auto.]]&lt;br /&gt;
[[File:Mwiirm277compositefasthands.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; reload. When empty, the bolt is released without turning the weapon.]]&lt;br /&gt;
[[File:Mwiirm277empty1updt.jpg|thumb|none|600px|Empty inspect animation involves checking the mag...]]&lt;br /&gt;
[[File:Mwiirm277empty2updt.jpg|thumb|none|600px|...then flipping the rifle to the right side...]]&lt;br /&gt;
[[File:Mwiirm277empty3.jpg|thumb|none|600px|...then tugging the charging handle a few times before locking the bolt back and inserting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12.5&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;, based on the Geissele M4A1 URG-I (also informally known as the M4A1 &amp;quot;Block III&amp;quot;) used by USASOC and even some Navy SEAL operators. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard depicted with an 11.5&amp;quot; length, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40-round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in ''MW19''; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the “7.5&amp;quot; Tempus Firebrand”, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16-inch barrel paired with an URX 3.1 inspired rail and the “11.5&amp;quot; T-H4 Barrel”, which gives it a Daniel Defense Mk 18/RIS II rail and a 10.3-inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament, which is the in-universe version of Knight's Armament Company based on the knight armored glove and mace logo.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a &amp;quot;Block III&amp;quot; URG-I M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-LOK handguard are there to accommodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare''’s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:Mwiim4g1empty1.jpg|thumb|none|600px|Inspecting the M4's PMAG when completely empty.]]&lt;br /&gt;
[[File:Mwiim4g1empty2.jpg|thumb|none|600px|Locking the bolt back after running the action a few times.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captain Price with his Mk 18 Mod 1 style carbine in Al-Mazrah. Completing the campaign earns this set up for use as the &amp;quot;Union Guard&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII''’s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10-round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classified as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an 18&amp;quot; Mk 14 EBR barrel by default, and can be modified with a standard M14's barrel via the “22&amp;quot; Factory Fourteen Barrel” option, as well as a “16&amp;quot; Chrome-Lined RFX40 Barrel” similar to the SOCOM 16. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options. All box magazine options for both M14s are loaded with 5 rounds less than their real capacities a la the faux SCAR Mk 20 in the game.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage EBR chassis)==&lt;br /&gt;
The marksman rifle-classed &amp;quot;EBR-14&amp;quot; returns from the previous game, this time setup akin an M14 in a Sage EBR chassis. It can be identified as such by the 22&amp;quot; barrel and the select-fire lever, though the latter is unused; the weapon is only used in semi-automatic mode in-game. It uses 10-round mags by default, with 15 and 20-round extended magazines available.&lt;br /&gt;
[[File:M14ALCS.jpg|thumb|none|450px|M1A in Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The &amp;quot;EBR-14&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped M14 in the foreground in the Dark Water pre-release gameplay video, left, shortly before it transforms into a Vector. In the final game, Soap is holding a Vector from the beginning, which appropriately transforms into a Mk 14 during the mission's ending cinematic.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish M14 on Zarqwa Hydroelectric. It's got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 14 Mod 0 EBR===&lt;br /&gt;
Equipping the “18&amp;quot; Lonestar” or “18&amp;quot; T300” barrel makes the weapon resemble a [[Mk 14 Mod 0 EBR]].&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII Mk14 (1).jpg|thumb|none|600px|A close approximation of the Mk 14 Mod 0 with “18&amp;quot; T300 Barrel”, &amp;quot;FTac Locus SP&amp;quot; scope, and &amp;quot;Lockgrip Precision-40&amp;quot; foregrip. It's also got the &amp;quot;15 Round Mag,&amp;quot; which seems to be standard 20-rounder underloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22_Marlin336.jpg|thumb|none|600px|The Marlin 336 in the preview screen.]]&lt;br /&gt;
[[File:Marlin336 MWII idle.jpg|thumb|none|600px|The player character holding his Marlin at the US-Mexican border.]]&lt;br /&gt;
[[File:Marlin336 MWII ADS.jpg|thumb|none|600px|Taking aim at a [[Breaking Bad|suspicious RV]].]]&lt;br /&gt;
[[File:Marlin336 MWII inspect1.jpg|thumb|none|600px|Inspecting the Model 336's receiver. Note &amp;quot;Bryson&amp;quot; trade dress.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect2.jpg|thumb|none|600px|Ejecting a live round from the chamber out. Note the struck primer.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side of the lever action rifle.]]&lt;br /&gt;
[[File:Marlin336 MWII reload1.jpg|thumb|none|600px|Topping off the Model 336's magazine tube.]]&lt;br /&gt;
[[File:Marlin336 MWII reload2.jpg|thumb|none|600px|Firing and ejecting the last round...]]&lt;br /&gt;
[[File:Marlin336 MWII reload3.jpg|thumb|none|600px|Chamber loading a .45-70 cartridge.]]&lt;br /&gt;
[[File:MWII-Marlin-closeup.jpg|thumb|none|600px|A closeup of Valeria Garza's Marlin 336 in the &amp;quot;Alejandro v. Valeria&amp;quot; trailer for Season 3. Note the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] returns from the previous game as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs, in fact being Rodolfo's signature weapon throughout the campaign (with a distinct two tone finish resembling the classic ''MW2'' ACR). It was added to multiplayer as part of Season 1. Which can be unlocked by either completing its unlock challenge or via DMZ, where it can either be obtained by the Chemist boss agent (who uses the &amp;quot;Health Hazard&amp;quot; blueprint, which can also be unlocked with the gun), enemy agents in Building 21 or through players, enemy or friendly. If the player successfully extracts with the MCX, it will be unlocked in all game modes, as well as the aforementioned blueprint if obtained. Purchasing a bundle that has the MCX in it will also unlock the weapon.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards. For magazines, a translucent 30-round magazine is available by default with a PMAG-40 holding 45 rounds and the MAG5-60 quad-stack magazine as alternative options. On an interesting note: when using the MAG5-60 quad-stack magazine, the character can be seen putting the spent magazine into the plate carrier's pouches instead of the battle belt when performing a tactical reload.&lt;br /&gt;
&lt;br /&gt;
In the intro cutscene for the campaign mission &amp;quot;Ghost Team&amp;quot;, there is a picture of three Shadow Company operatives, with one of them holding an MCX VIRTUS with a more correctly modeled handguard.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX Rattler==&lt;br /&gt;
A stylized [[SIG-Sauer MCX Rattler]] is set to be added in Season 5 as the &amp;quot;M13C&amp;quot;.&lt;br /&gt;
[[File:Sig-mcx-rattler.jpg|thumb|none|450px|SIG-Sauer MCX Rattler SBR - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). However, the model in the game lacks a gas tube when previewing the weapon in the Gunsmith menu, either being a mistake or showing that the weapon is using direct blowback to operate (which is concerningly doable considering other higher-pressured cartridges being able to do it with a much heavier bolt carrier group). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is Simon &amp;quot;Ghost&amp;quot; Riley's main weapon throughout the campaign, where it is briefly available when the player takes control of him during the opening mission (with the unsuppressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
As with the MCX above, there are several ways to unlock the Honey Badger, either through purchasing a bundle that has it (along with the blueprint), completing its unlock challenge or through DMZ, where the player can scavenge a Honey Badger there. The Building 21 map is also a useful location in finding the carbine, as enemy agents use it on occasion or through the loot pools.&lt;br /&gt;
   &lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:Mwiighosthoney1.jpg|thumb|none|600px|Closeup of Ghost holding the weapon.]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
[[File:Mwii10inhoneyb.jpg|thumb|none|600px|Ghost's unsuppressed 10&amp;quot; Honey Badger.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
[[File:MWII AUG A3 (1).jpg|thumb|none|600px|The &amp;quot;STB 556&amp;quot; in the loadout range.]]&lt;br /&gt;
[[File:MWII AUG A3 (2).jpg|thumb|none|600px|Thumbing the Australian style selector-stopper tab.]]&lt;br /&gt;
[[File:MWII AUG A3 (3).jpg|thumb|none|600px|Examining the de-waffled mag with a witness slot, somewhat similar to a Magpul EMAG.]]&lt;br /&gt;
[[File:MWII AUG A3 (4).jpg|thumb|none|600px|It also reloads in the more tacticool style with both mags sandwiched together.]]&lt;br /&gt;
[[File:MWII AUG A3 (5).jpg|thumb|none|600px|Though on empty, the charging handle is locked back, similar to ''MW19''.]]&lt;br /&gt;
[[File:MWII AUG A3 (6).jpg|thumb|none|600px|Pressing in another mag.]]&lt;br /&gt;
[[File:MWII AUG A3 (7).jpg|thumb|none|600px|And thumbing the bolt forward.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
[[File:AW50 MWII idle.jpg|thumb|none|600px|Looking at the wall of camo challenge grinding, English anti-materiel rifle in hand.]]&lt;br /&gt;
[[File:AW50 MWII ADS.jpg|thumb|none|600px|Scoped in, looking down the center lane.]]&lt;br /&gt;
[[File:AW50 MWII inspect1.jpg|thumb|none|600px|Admiring the left hand side of the AW50's reciever.]]&lt;br /&gt;
[[File:AW50 MWII inspect2.jpg|thumb|none|600px|Popping the mag out to admire the .50BMG rounds nestled inside.]]&lt;br /&gt;
[[File:AW50 MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a chamber check,]]&lt;br /&gt;
[[File:AW50 MWII reload1.jpg|thumb|none|600px|Reloading the AW50 from empty.]]&lt;br /&gt;
[[File:AW50 MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AW50 MWII reload3.jpg|thumb|none|600px|Driving the bolt handle forward and down to chamber the new round.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, .300 Winchester Magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen. As with nearly all weapons in the game, its design is slightly fictionalized. On this one, the detail is near-imperceptible. The widened part of the receiver where the bolt goes when it's pulled back ends a centimeter or so short of the stock hinge, whereas on the real version, it goes all the way back.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from ''MW19''.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] was added in Season 3, under the name &amp;quot;FJX Imperium&amp;quot;. It is chambered in &amp;quot;.408 PACE&amp;quot;, the analogue to the real life .408 CheyTac round. For laser attachments, the M200 uses the small &amp;quot;tube&amp;quot;-style laser set rather than the PEQ Box-style set, and despite the forward top rail being present they attach to the right side, thus it's unfortunately not possible to replicate the PEQ-2 attached to the original MW2's Intervention.&lt;br /&gt;
&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[File:Intervention MWII battlepasspreview.jpg|thumb|none|600px|The Intervention in the Season 3 Battlepass preview screen.]]&lt;br /&gt;
[[File:Mwiim200idle.jpg|thumb|none|600px|Alejandro Vargas with the CheyTac on Pelayo's Lighthouse, a spiritual successor to Estate from the original ''MW2''. As with its appearance in that game, the M200 is also held by its magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect1.jpg|thumb|none|600px|Inspecting the rifle while resisting the urge to make yet another [[Call_of_Duty:_Modern_Warfare_2#Cheyenne_Tactical_M200_Intervention|360 no-scope]] joke.]]&lt;br /&gt;
[[File:Mwiim200inspect2.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect3.jpg|thumb|none|600px|Right side of the Intervention.]]&lt;br /&gt;
[[File:Mwiim200inspect4.jpg|thumb|none|600px|Chamber checking. This animation is also used when respawning with the rifle.]]&lt;br /&gt;
[[File:Mwiim200bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:Mwiim200reloadpartial.jpg|thumb|none|600px|Inserting a new magazine. Also note the cargo ship upon which the map Shipment is set in the background.]]&lt;br /&gt;
[[File:Mwiim200emptyreload.jpg|thumb|none|600px|Throwing away the magazine during the empty reload. The &amp;quot;Fast Hands&amp;quot; perk uses similar animations.]]&lt;br /&gt;
[[File:Mwiim200inspect1round.jpg|thumb|none|600px|Inspecting the rifle with only a round in the chamber shows off the empty magazine.]]&lt;br /&gt;
[[File:Mwiim200empty.jpg|thumb|none|600px|The empty weapon inspect involves looking at empty .408 casings (with unstruck primers). Even more casings are present when using the 7-round magazine.]]&lt;br /&gt;
[[File:MwiiAlejandrom2003rdperson.jpg|thumb|none|600px|Alejandro with an M200 equipped with the standard 29-inch barrel and 7-round magazine, those two attachments returning the rifle to its &amp;quot;proper&amp;quot; form.]]&lt;br /&gt;
[[File:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:MWII CT M100.jpg|thumb|none|600px|The Intervention with the &amp;quot;LR-Retort 19&amp;quot;&amp;quot; barrel, similar to the M100 version.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
[[File:Gepard MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields a Gepard GM6 in a cartel run Shoothouse.]]&lt;br /&gt;
[[File:Gepard MWII inspect1.jpg|thumb|none|600px|Inspecting the left hand side of the Gepard's reciever. Note the in-universe manufacturer of First Signal Solutions.]]&lt;br /&gt;
[[File:Gepard MWII inspect2.jpg|thumb|none|600px|Inspecting the right hand side...]]&lt;br /&gt;
[[File:Gepard MWII inspect3.jpg|thumb|none|600px|...then pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:Gepard MWII reload1.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload3.jpg|thumb|none|600px|Racking the charging handle to load a fresh round into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9(TC) in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 psg 1 (1).jpg|thumb|none|600px|Gus holding his SR9.]]&lt;br /&gt;
[[File:Mw22 psg 1 (2).jpg|thumb|none|600px|Reloading with a 5 round magazine that for some reason holds 10 rounds.]]&lt;br /&gt;
[[File:Mw22 psg 1 (3).jpg|thumb|none|600px|Doing the good old HK-slap.]]&lt;br /&gt;
[[File:Mw22 psg 1 (4).jpg|thumb|none|600px|Checking the chamber of a now empty SR9.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 E2 PR==&lt;br /&gt;
The [[Knight's Armament SR-25|Knight's Armament SR-25 PR]] is the mid-season weapon in Season 2 Reloaded. It was added as a marksman rifle part of the M4 platform, under the name &amp;quot;Tempus Torrent&amp;quot;. The rifle's SOPMOD-style stock can be equipped on every other member of the M4 platform, while its forend customization is split between a combination of the Barrel and Guard categories. The Guard category consists of four (including default) rail system options, one of which being a monolithic upper receiver; the &amp;quot;Torrent Tac Guard&amp;quot; resembles the URX 3 rail. The Barrel category includes standard, shorter, and longer options, as well as the “14&amp;quot; Chroma LRS” which is the URX / &amp;quot;Tac Guard&amp;quot; rail system (this time without rail covers) paired with an M110- / Mk 11-style suppressor, and a short barrel paired with a fifth type of rail system. The &amp;quot;Torrent MOC-IV&amp;quot; forend is based on a VLTOR CAS-V handguard that rather unfortunately leaves the gas tube exposed. &lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Torrent Tac Guard&amp;quot; and “16&amp;quot; Tour RP” allows for a SR-25 ECC style build.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-25 APR MLOK.jpg|thumb|450px|none|Knight's Armament SR-25 Precision Rifle, M-LOK - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SR25 MWII gunsmith2.jpg|thumb|none|600px|The SR-25 in the gunsmith preview menu. Note that the magazines are based on the original AR-10 waffle pattern metal magazines. Visible on the magwell is a pseudo KAC logo, and the rifle's serial number below it begins with &amp;quot;KA&amp;quot;.]]&lt;br /&gt;
[[File:SR25 MWII gunsmith.jpg|thumb|none|600px|Labels on two of the modifications state the name of the company as &amp;quot;Tempus Armament Company&amp;quot; from Austin, Texas.]]&lt;br /&gt;
[[File:Mwiisr25idle.jpg|thumb|none|600px|Holding the gun on the new Himmelmatt Expo map.]]&lt;br /&gt;
[[File:Mwiisr25aimed.jpg|thumb|none|600px|Aiming down the pseudo KAC flip-up sights.]]&lt;br /&gt;
[[File:Mwiisr25inspect2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiisr25inspect1.jpg|thumb|none|600px|Checking the right side...]]&lt;br /&gt;
[[File:Mwiisr25inspect3.jpg|thumb|none|600px|...and brass checking.]]&lt;br /&gt;
[[File:Mwiisr25reloadtactical1.jpg|thumb|none|600px|Sandwiching the magazines together during the normal tactical reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload0.jpg|thumb|none|600px|Flicking out the old mag in the normal empty reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload1.jpg|thumb|none|600px|Inserting a new mag. Note the protruding magazine release and bolt release.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload2.jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII SR-25 ECC (1).jpg|thumb|none|600px|The ECC style build, with the &amp;quot;HMW-20&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
The [[M24 SWS]] returns from ''Modern Warfare'' as the &amp;quot;SP-R 208&amp;quot; marksman rifle, this time chambered in 7.62x51mm NATO.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
[[File:MWII M24 (1).jpg|thumb|none|600px|The M24 rifle with the &amp;quot;FTac Locus SP&amp;quot; scope equipped in-game.]]&lt;br /&gt;
[[File:MWII M24 (2).jpg|thumb|none|600px|Aiming skyward with the optic.]]&lt;br /&gt;
[[File:MWII M24 (3).jpg|thumb|none|600px|Working the M24's bolt.]]&lt;br /&gt;
[[File:MWII M24 (4).jpg|thumb|none|600px|Performing a fast reload, knocking out the spent magazine with a new one.]]&lt;br /&gt;
[[File:MWII M24 (5).jpg|thumb|none|600px|Palming in the new one.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 (in custom chassis)==&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is a [[Remington Model 700]] variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. The resulting model has a short barrel reminiscent of the Remington 700 PCR SBR, a stylized-to-fit MDT chassis similar to the Israeli-modernized M24, and a stock of the Remington 700 PCR Enhanced. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester, befitting its status as a civilian rifle.&lt;br /&gt;
[[File:MW22 SAB50.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
[[File:MWII M24 PCR (1).jpg|thumb|none|600px|Inspecting cross-border cargo with the custom Remington 700 variant.]]&lt;br /&gt;
[[File:MWII M24 PCR (2).jpg|thumb|none|600px|Holding up the suspicious box stack with the meager receiver-radius iron sights.]]&lt;br /&gt;
[[File:MWII M24 PCR (3).jpg|thumb|none|600px|Inspecting the extended mags this variant comes standard with. Note the unused space between the back of the mag and the feed lips, compared to the .300 caliber mags seen below.]]&lt;br /&gt;
[[File:MWII M24 PCR (4).jpg|thumb|none|600px|The M700 mid-recoil, with the striker forward.]]&lt;br /&gt;
[[File:MWII M24 PCR (5).jpg|thumb|none|600px|The R700 variants' standard right hand reload.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Mk 13 Mod 0==&lt;br /&gt;
A stylized [[Remington Mk 13 Mod 0]] appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the Remington Mk 13 Mod 0. It can be identified by the McMillan A2 stock, the .300 Winchester Magnum chambering and the fact that it appears as a variant to the aforementioned [[M24 SWS]] due to both using the action of the [[Remington Model 700]].&lt;br /&gt;
[[File:AmericanSniperMk13.jpg|thumb|none|500px|Screen-used stunt Mk 13 Mod 0 used in the film ''[[American Sniper]]''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:MW22 LAB330.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MWII R700LA (1).jpg|thumb|none|600px|Gromsko with the first long-action Remington variant on the El Asilo map. Despite the name, it's not a remake of ''World At War'''s Asylum.]]&lt;br /&gt;
[[File:MWII R700LA (2).jpg|thumb|none|600px|Aiming with the &amp;quot;SP-X&amp;quot; scope this and the M2010 below come standard with, including the odd three scope mount rings from the previous game.]]&lt;br /&gt;
[[File:MWII R700LA (3).jpg|thumb|none|600px|Handling the .300 Winchester Magnum magazine on the reload.]]&lt;br /&gt;
[[File:MWII R700LA (4).jpg|thumb|none|600px|And inspecting the chamber.]]&lt;br /&gt;
[[File:MWII R700LA (5).jpg|thumb|none|600px|Reloading the pseudo Mk 13 - right handing out the mag.]]&lt;br /&gt;
[[File:MWII R700LA (6).jpg|thumb|none|600px|Chambering from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M2010 (1).jpg|thumb|none|600px|An M2010 ESR out on the familiar ground of Dome, standing in for ''MW3'''s Remington MSR.]]&lt;br /&gt;
[[File:MWII M2010 (2).jpg|thumb|none|600px|Inspecting the full length .300 cartridges in the magazine.]]&lt;br /&gt;
[[File:MWII M2010 (3).jpg|thumb|none|600px|The fast knocking-out reload on the M2010.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added in Season 5 as the &amp;quot;Carrack .300&amp;quot;. The model depicted is a hybrid of the first and second generation models, featuring the muzzle device of the former and stock design of the latter (with an added rear monopod). The &amp;quot;Carrack Palm&amp;quot; attachment adds the rifle's otherwise-missing palm rest. Like the game's M200 Intervention, the WA 2000 can deploy its integrated bipod through use of a barrel attachment. The &amp;quot;30&amp;quot; Flintline&amp;quot; barrel gives the rifle the second generation WA 2000 barrel length and flash hider, and likewise features a version with the bipod deployed. The deployed bipod is currently bugged, its unique model replaced with the game's Harris bipod. The rifle's scope comes in two variations, default having a flipped open lens cover (as in ''MW2''), while an unlockable version replaces this with a rubber eye piece (which provides a full-screen style view). As with all of the other default optics in the game, these can be equipped on other sniper rifles as well.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000, first version - .308 Winchester]]&lt;br /&gt;
[[File:Mwiiwa2k1.jpg|thumb|none|600px|Holding the WA 2000 on the new Punta Mar map. When spawning with the rifle, the character will pop the scope cover, a nice callback to the original MW2 (although sadly the cover is missing the &amp;quot;Mr. Yuck&amp;quot; face).]]&lt;br /&gt;
[[File:Mwiiwa2k2.jpg|thumb|none|600px|Chamber checking. Note that the gun appears to be mistakenly set to safe.]]&lt;br /&gt;
[[File:Mwiiwa2k4.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Mwiiwa2k5.jpg|thumb|none|600px|Pulling the charging handle on empty. For the &amp;quot;fast hands&amp;quot; reload, the character uses a palm-up technique.]]&lt;br /&gt;
[[File:Mwiiwa2k7.jpg|thumb|none|600px|Chamber checking on empty, running the action several times.]]&lt;br /&gt;
[[File:Mwiiwa2k8.jpg|thumb|none|600px|Note that the bolt is animated and can be seen rotating during this. The little sliding dust cover on the side of the bolt is also animated, best seen during the inspect animation.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|none|450px|Walther WA 2000, second version]]&lt;br /&gt;
[[File:Mwiiwa2k6.jpg|thumb|none|600px|Loading a new magazine into the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigun1.jpg|thumb|none|600px|Holding the gun recently acquired from a Juggernaut. The Juggernaut has infinite ammunition. When the Minigun is picked up, however, it will always have 300 rounds.]]&lt;br /&gt;
[[File:Mwiiminigun2.jpg|thumb|none|600px|Mid mantling with the gun, showing the grip assembly and label on the receiver. Somehow the tiny belt holds 300 rounds.]]&lt;br /&gt;
[[File:Mwiijugg1.jpg|thumb|none|600px|The Juggernaut with the Minigun. The belt is somewhat misaligned due to having physics.]]&lt;br /&gt;
[[File:Mwiijugg4.jpg|thumb|none|600px|Closeup of the muzzle. The laser module activates when &amp;quot;aiming&amp;quot; the gun.]]&lt;br /&gt;
[[File:Mwiijugg2.jpg|thumb|none|600px|Side view showing the grip assembly and feed. If the backpack of the Juggernaut is destroyed, several belts of ammunition will dangle out from it. The minigun will still operate, however.]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigunslotted.jpg|thumb|none|600px|The aforementioned minigun with slotted flash hider in the mission &amp;quot;Kill or Capture&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG. The &amp;quot;Icarus&amp;quot; name is likely derived from the manufacturer's original name &amp;quot;Ares;&amp;quot; as both are figures from Greek mythology.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment. It is also correctly depicted as a closed-bolt weapon, having no trigger delay compared to the open-bolt machine guns in the game.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. Originally, when equipping the RPK's unique bipod attachment (which simply deploys the bipod) the gun would also gain an unnecessary picatinny rail under the handguard (presumably due to being in the underbarrel slot, like foregrips), however this was fixed with the Season 3 Reloaded update.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG-6.8 style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG-6.8 (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
[[File:MG338 MWII idle.jpg|thumb|none|600px|The player character wielding his SIG MG 338 on the &amp;quot;Farm 18&amp;quot; map.]]&lt;br /&gt;
[[File:MG338 MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MG338 MWII inspect1.jpg|thumb|none|600px|Inspecting the MG 338 by popping the top cover open.]]&lt;br /&gt;
[[File:MG338 MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the machine gun.]]&lt;br /&gt;
[[File:MG338 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side.]]&lt;br /&gt;
[[File:MG338 MWII reload1.jpg|thumb|none|600px|Reloading the machine gun, first by racking the charging handle...]]&lt;br /&gt;
[[File:MG338 MWII reload2.jpg|thumb|none|600px|Flipping the feed tray to clear stray links.]]&lt;br /&gt;
[[File:MG338 MWII reload3.jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:MG338 MWII reload4.jpg|thumb|none|600px|Closing the top cover on the new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;, and is incorrectly depicted with an AUG A3's bolt release. It feeds by default from the same 60-round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however these seem to be non-STANAG/AUG-adapted as the magazines all don't have the cutout for the magazine catch to interface with. It can also equip a fictional non-STANAG polymer MAG5-100 as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
[[File:MWII AUG HBAR (1).jpg|thumb|none|600px|Charging the AUG HBAR in its equip animation.]]&lt;br /&gt;
[[File:MWII AUG HBAR (2).jpg|thumb|none|600px|The &amp;quot;HCR 56&amp;quot; in idle.]]&lt;br /&gt;
[[File:MWII AUG HBAR (3).jpg|thumb|none|600px|Reloading the D60-esque drum mag. Note the lack of the STANAG cutout for the magazine catch on the left hand side of the drum mag's tower.]]&lt;br /&gt;
[[File:MWII AUG HBAR (4).jpg|thumb|none|600px|By default, the operator thumps the bolt release on empty reloads. The 42-round mag reloads akin the standard AUG A3.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Having the underbarrel grenade launcher attached will replace the alternate firing mode (either semi-auto on most weapons or full-auto on some battle rifles) with the grenade launcher mode if available. Picking up a weapon with a UBGL attached or switching to it in the campaign designates the grenade launcher as the &amp;quot;M203&amp;quot;, regardless of what model of grenade launcher actually is. The same applies to multiplayer, though it is referred to as &amp;quot;KL40-M2&amp;quot; (GP-25).&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;STRELA-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
[[File:Mwiicg1.jpg|thumb|none|600px|A Shadow Company soldier holds the Carl Gustaf at a Black site. The weapon has remained mostly the same since Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiicginsp2.jpg|thumb|none|600px|Inspecting the launcher reveals a reflex sight is also attached (though it is still unusable).]]&lt;br /&gt;
[[File:Mwiicg2.jpg|thumb|none|600px|Aiming down the scope, which is possibly inspired by the Aimpoint FCS13RE.]]&lt;br /&gt;
[[File:Mwiicgaiming.jpg|thumb|none|600px|A US soldier aims the launcher. The warhead seems more forward than in reality.]]&lt;br /&gt;
[[File:Mwiicg4.jpg|thumb|none|600px|Unlocking the rear.]]&lt;br /&gt;
[[File:Mwiicgreload3rd1.jpg|thumb|none|600px|Dumping a spent round.]]&lt;br /&gt;
[[File:Mwiicg6.jpg|thumb|none|600px|Loading a new 84mm round.]]&lt;br /&gt;
[[File:Mwiicgreload3rd2.jpg|thumb|none|600px|Ditto. Slightly off screen is the recently fired empty casing.]]&lt;br /&gt;
[[File:Mwiicg3.jpg|thumb|none|600px|Locking the latch.]]&lt;br /&gt;
[[File:Mwiicgempty.jpg|thumb|none|600px|No matter if the player character has ammo or not for the launcher, the inspect animation unfortunately remains the same. An unfired round is depicted even when the player is out of ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
[[File:Mwiijav1.jpg|thumb|none|600px|Holding the Javelin.]]&lt;br /&gt;
[[File:Mwiijav2.jpg|thumb|none|600px|Inspect animation.]]&lt;br /&gt;
[[File:Mwiijav5.jpg|thumb|none|600px|Using the lock-on system.]]&lt;br /&gt;
[[File:Mwiijav8.jpg|thumb|none|600px|Ditto, but third person perspective.]]&lt;br /&gt;
[[File:Mwiijav6.jpg|thumb|none|600px|&amp;quot;One away!&amp;quot;.]]&lt;br /&gt;
[[File:Mwiijav7.jpg|thumb|none|600px|'''''Muzzle loading''''' the Javelin. For some reason this was carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiijav3.jpg|thumb|none|600px|Once more using the Javelin as a very, very expensive melee weapon. This time on some piñatas.]]&lt;br /&gt;
[[File:Mwiijav4.jpg|thumb|none|600px|When swapping weapons, the operator will use the top carry handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L and SCAR-H, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
[[File:Mwiifn401.jpg|thumb|none|600px|Inspecting a SCAR-H with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn402.jpg|thumb|none|600px|Inspecting a SCAR-L with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn404.jpg|thumb|none|600px|Checking the 40 mike mike. This animation is used for regular and empty reloads due to not showing the warhead.]]&lt;br /&gt;
[[File:Mwiifn403.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiifn405.jpg|thumb|none|600px|After ejecting a spent casing.]]&lt;br /&gt;
[[File:Mwiifn406.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:Mwiifn40gldrill1.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK-103, AK-105, and Vepr-12, under the name &amp;quot;KL40-M2&amp;quot;.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
[[File:Mwiigp251.jpg|thumb|none|600px|Mounted on an AKM mockup.]]&lt;br /&gt;
[[File:Mwiigp252.jpg|thumb|none|600px|Left side of the launcher.]]&lt;br /&gt;
[[File:Mwiigp253.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiigp254.jpg|thumb|none|600px|Holding the GP-25 at the ready.]]&lt;br /&gt;
[[File:Mwiigp255.jpg|thumb|none|600px|Dropping a new VOG-25P into the launcher (though the grenade behaves like a normal VOG-25).]]&lt;br /&gt;
[[File:Mwiigp25drillcharge.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round, which is the 40x46mm model used on the other 40mm launchers instead of a 40x103mm caseless style round.]]&lt;br /&gt;
[[File:Mwiigp25akalt.jpg|thumb|none|600px|The GP-25 on a railed mounting.]]&lt;br /&gt;
[[File:Mwiigp25vepr.jpg|thumb|none|600px|Mounted under a railed Vepr(!).]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Flare Pistol==&lt;br /&gt;
A fictional hybrid flare pistol seemingly mostly based on the [[Orion Flare Gun]] (with the grips of the 12-gauge version, but sized more similarly to the 25mm variant, and with parts of both variants' color schemes), with elements of the [[Webley &amp;amp; Scott No. 1 Mk. V]] (namely the trigger guard and the rounding on the front of the frame), and an overhanging breech similar to the [[Webley &amp;amp; Scott No. 3 Mk. I]] is available in Warzone, where it is used to signal for the re-deployment of teammates.&lt;br /&gt;
[[File:Orion Flare gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[File:ORION 25mm.jpg|thumb|none|350px|Orion Flare Gun - 25mm]]&lt;br /&gt;
[[File:British-No1-MkV-Flare.jpg|thumb|none|350px|Webley &amp;amp; Scott No. I Mk. V - 1 inch]]&lt;br /&gt;
[[File:Webley No 3 Mk 1.jpg|thumb|none|350px|Webley &amp;amp; Scott No. 3 Mk. I - 1 inch]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option for the &amp;quot;M4&amp;quot;, M16, MCX VIRTUS, &amp;quot;FTac Recon&amp;quot;, RM277, and SR-25, under the name &amp;quot;SPW 40mm&amp;quot;.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
[[File:Mwiilmt2031.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwiim2034.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiim2033.jpg|thumb|none|600px|Checking the round.]]&lt;br /&gt;
[[File:Mwiilmt2030.jpg|thumb|none|600px|Holding an M16 with the M203 at the ready. The leaf sight sadly isn't usable.]]&lt;br /&gt;
[[File:Mwiilmt2032.jpg|thumb|none|600px|Dumping the empty case.]]&lt;br /&gt;
[[File:Mwiim2036.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiilmt2035.jpg|thumb|none|600px|About to close the breach. Unlike the &amp;quot;Hightower 20&amp;quot; Barrel&amp;quot; giving the platform M16 heatshields when equipped with the M203, the platform sadly doesn't get a KAC mounting when using the &amp;quot;14&amp;quot; Carbine Shroud&amp;quot; with the M203. The launcher instead is just mounted on to the rail system.]]&lt;br /&gt;
[[File:Mwiilmt2034.jpg|thumb|none|600px|Loading a 40mm 'Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;, and is available for the AUG A3, HK91, HK93, APC556, VHS-K2, and FAMAS Valorisé.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
[[File:Mwiimadbull2.jpg|thumb|none|600px|Checking the XM203.]]&lt;br /&gt;
[[File:Mwiimadbull3.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiimadbull1.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiimadbull4.jpg|thumb|none|600px|After ejecting a round.]]&lt;br /&gt;
[[File:Mwiimadbullextra1.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiimadbull3rdp1.jpg|thumb|none|600px|The Madbull opened in 3rd person.]]&lt;br /&gt;
[[File:Mwiifiredrake40mmdrillcharge.jpg|thumb|none|600px|Inspecting a 40mm &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
[[File:Mwiimadbullextra2.jpg|thumb|none|600px|Unlike the M203/GP-25, the Madbull seems to mount on all barrel attachments for the weapons it is paired with no matter how short.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in Spec Ops, Warzone Battle Royale, DMZ and multiplayer it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980. It appears as a rare weapon during the Gun Game gamemode in multiplayer, although not available in other modes.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:Mwiimglprice.jpg|thumb|none|600px|Price with the Milkor MSGL on his back.]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat, Captain!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
[[File:MWII MSGL (1).jpg|thumb|none|600px|The MSGL in first person view.]]&lt;br /&gt;
[[File:Mwiimglextra2.jpg|thumb|none|600px|Inspecting the Milkor in DMZ, the weapon recently liberated from the DMZ boss Velikan.]]&lt;br /&gt;
[[File:Mwiimglextra3.jpg|thumb|none|600px|Inspecting the rounds. Note that even if you have fired all the rounds, the primers will still be unstruck.]]&lt;br /&gt;
[[File:MWII MSGL (2).jpg|thumb|none|600px|Lining up a shot on an AQ truck.]]&lt;br /&gt;
[[File:MWII MSGL (3).jpg|thumb|none|600px|Dumping out the MSGL's cylinder.]]&lt;br /&gt;
[[File:Mwiimglextra5.jpg|thumb|none|600px|Ditto. Note that regardless of how many rounds were fired, they all are depicted as empty cases.]]&lt;br /&gt;
[[File:Mwiimglreload2.jpg|thumb|none|600px|Winding in a new set of 40mm rounds with the XRK branded speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra1.jpg|thumb|none|600px|A better shot of the speedloader in third person.]]&lt;br /&gt;
[[File:Mwiimglextra4.jpg|thumb|none|600px|Tossing the empty speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra.jpg|thumb|none|600px|The end of the reload animation is slightly bugged - the cylinder will disappear for about two frames, revealing the modeled 40mm shells.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirpg71.jpg|thumb|none|600px|An AQ soldier holding the RPG-7 at the US Embassy in Al Mazrah.]]&lt;br /&gt;
[[File:Mwiirpg72.jpg|thumb|none|600px|Inspecting it.]]&lt;br /&gt;
[[File:Mwiirpg73.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:Mwiirpg7sights.jpg|thumb|none|600px|Iron sights. The front sight has a notch taken out of the middle for some reason.]]&lt;br /&gt;
[[File:Mwiiaqrpg71.jpg|thumb|none|600px|An AQ fighter aims the RPG-7. Note the correct grip, he has his left hand across his chest holding the rear grip and his right hand on the trigger grip.]]&lt;br /&gt;
[[File:Mwiirpg74.jpg|thumb|none|600px|Inserting a new PG-7V rocket. Prior to Season 3 Reloaded (as this is the case with this screenshot), the rocket was lacking the booster charges necessary for propelling it. For ''15'' years since the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'', none of games featured the booster on their renditions of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirp7warheadupdate.jpg|thumb|none|600px|Inserting the updated PG-7V rocket with a green booster screwed on. In the background is the new &amp;quot;Alboran Hatchery&amp;quot; map.]]&lt;br /&gt;
[[File:Mwiirpg75.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
[[File:Mwiirpg76.jpg|thumb|none|600px|Inspecting the empty RPG, hammer uncocked.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the dubious ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
[[File:Mwii9k3331.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:Mwii9k3332.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwii9k3333.jpg|thumb|none|600px|Top/right.]]&lt;br /&gt;
[[File:Mwii9k3334.jpg|thumb|none|600px|Aiming down the scope. The white box in the middle turns red when a target is locked.]]&lt;br /&gt;
[[File:Mwii9k3337.jpg|thumb|none|600px|Also aiming. The head of the missile is visible here.]]&lt;br /&gt;
[[File:Mwii9k3338.jpg|thumb|none|600px|About to load a new missile. The length of the missile extends way past the top of the image.]]&lt;br /&gt;
[[File:Mwii9k3336.jpg|thumb|none|600px|Giving the end a final push down.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with ''Modern Warfare'', the &amp;quot;Flash Grenade&amp;quot; in the game is a [[Model 7290 flashbang grenade]]. Many of the playable operators are depicted with this grenade, either in a pouch or hanging from their webbing with elastic bands attached. Picking up the flashbang in the campaign incorrectly dubs it as the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;. Toggling the &amp;quot;Inverted Flash&amp;quot; option on in the game's settings will make the screen go black when flashed, as opposed to white in its original function.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:Mwiiflashgrenadeloadout.jpg|thumb|none|600px|The Flashbang in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiflashbang1.jpg|thumb|none|600px|The player character about to remove the safety pin with his thumb.]]&lt;br /&gt;
[[File:Mwiiflashbang2.jpg|thumb|none|600px|Removed.]]&lt;br /&gt;
[[File:Mwiiflashbang3.jpg|thumb|none|600px|Holding the grenade at the ready, clasping the spoon. These animations are shared for almost all of the &amp;quot;tactical grenades&amp;quot;, save for the Shock Stick and Snapshot Grenade.]]&lt;br /&gt;
[[File:Mwiiflashoperator1.jpg|thumb|none|600px|Operator Horangi with two grenades on his person.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
Using the same model as with the previous installment, a modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:Mwiicsgasloadout.jpg|thumb|none|600px|The Gas Grenade in the loadout screen.]]&lt;br /&gt;
[[File:Mwiigasgrenade1.jpg|thumb|none|600px|Holding the Mk.V.]]&lt;br /&gt;
[[File:Mwiigasgrenade2.jpg|thumb|none|600px|Flicking the pin out.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
A retextured version of the [[M18 smoke grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. As before, it is used to mark locations for some killstreaks/scorestreaks.&lt;br /&gt;
&lt;br /&gt;
Of note is that a correctly textured M18 smoke grenade is seen on the default skin of operator Fender.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:Mwiim18smokeloadout.jpg|thumb|none|600px|The M18 Smoke Grenade in the loadout screen. Note the Norwegian markings and unusual grey color scheme.]]&lt;br /&gt;
[[File:Mwiim181.jpg|thumb|none|600px|Mid animation of flicking the pin out.]]&lt;br /&gt;
[[File:Mwiim183.jpg|thumb|none|600px|Clasping the spoon.]]&lt;br /&gt;
[[File:Mwiim18carepackage.jpg|thumb|none|600px|A red M18 deployed for a care package.]]&lt;br /&gt;
[[File:Mwiigromskothehungerm18smoke.jpg|thumb|none|600px|Several green cased M18 smoke grenades on Gromsko's &amp;quot;The Hunger&amp;quot; skin webbing.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A fictionalized [[M67 Hand Grenade]] with a different fuse design is featured in the game as the &amp;quot;Frag Grenade&amp;quot;. Picking up the frag grenade in the campaign refers to it as &amp;quot;M67 Frag&amp;quot;.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:Mwiim67loadout.jpg|thumb|none|600px|The M67 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiim671alt.jpg|thumb|none|600px|&amp;quot;When the pin is pulled, Mr. Grenade is not our friend.&amp;quot;]]&lt;br /&gt;
[[File:Mwiim672.jpg|thumb|none|600px|The striker doesn't appear to be in the fired position, an issue carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiiammobox.jpg|thumb|none|600px|The &amp;quot;Munitions Box&amp;quot; &amp;quot;Field Upgrade&amp;quot; returns from Modern Warfare 2019, with six of the grenades in it.]]&lt;br /&gt;
[[File:Mwiilunam67.jpg|thumb|none|600px|Operator Luna with the grenade on her chest rig.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
A fictionalized [[M18A1 Claymore]] using tripod legs instead of fold-open scissor-legs is featured in the game as the &amp;quot;Claymore&amp;quot;, once again using laser tripwire detonators.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:Mwiim18explosive1.jpg|thumb|none|600px|Holding the Claymore.]]&lt;br /&gt;
[[File:Mwiiclaymore3.jpg|thumb|none|600px|The Claymore deployed. The &amp;quot;Front Toward Enemy&amp;quot; text is duplicated on either side.]]&lt;br /&gt;
[[File:Mwiiclaymore4.jpg|thumb|none|600px|Closeup of the text on the back.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
[[File:M7SpiderMCUwith3MGL.jpg|thumb|none|300px|M7 Spider MCU with 3 MGLs]]&lt;br /&gt;
[[File:Mwiiclusterminekillstreak.jpg|thumb|none|600px|The &amp;quot;Cluster Mine&amp;quot; in the killstreak screen.]]&lt;br /&gt;
[[File:Mwiiclustermine1.jpg|thumb|none|600px|The &amp;quot;Burger Town Operator&amp;quot; holds the mine.]]&lt;br /&gt;
[[File:Mwiiclustermine2.jpg|thumb|none|600px|The base of the mine after deploying it's explosive disks. The main unit also explodes when triggered.]]&lt;br /&gt;
[[File:Mwiiclustermine3.jpg|thumb|none|600px|One of the four explosive disks which somehow landed on the pen tray.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The same fictionalized depiction of the [[M84 stun grenade]] from the previous ''Modern Warfare'' installment is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:Mwiistungrenadeloadout.jpg|thumb|none|600px|The M84 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiconcussion2.jpg|thumb|none|600px|Mid-pull of the pin.]]&lt;br /&gt;
[[File:Mwiiconcussion3.jpg|thumb|none|600px|Holding it at the ready, spoon compressed.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;Proximity Mine&amp;quot; returns in ''MWII'' with an a similar albeit altered look from the first game. It resembles less of its real-life counterparts as with ''MW19''. It is accurately described as a &amp;quot;proximity-triggered explosive&amp;quot;, as opposed to a &amp;quot;pressure-triggered&amp;quot; explosive in the previous installment.&lt;br /&gt;
[[File:Mwiiproxymineloadout.jpg|thumb|none|600px|The &amp;quot;Proxy Mine&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiibouncingbetty1.jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The &amp;quot;Thermite&amp;quot; grenade returns from ''MW19'', under a slightly altered model and new texture. They function exactly how they were in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiithermiteloadout.jpg|thumb|none|600px|The &amp;quot;Thermite&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiithermite.jpg|thumb|none|600px|Holding the &amp;quot;Thermite&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire==&lt;br /&gt;
Just like Modern Warfare 2019, the AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter and a slightly fictionalized Hellfire is also a part of the &amp;quot;Cruise Missile&amp;quot; killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. These also appear to be mounted on the wing tips of the &amp;quot;Gunship&amp;quot; killstreak, which might explain the steerable 105mm rounds.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Mwiihellfireapache.jpg|thumb|none|600px|An Apache in multiplayer armed with the same configuration as above.]]&lt;br /&gt;
[[File:Mwiihellfireapachecamp.jpg|thumb|none|600px|Closeup in the campaign.]]&lt;br /&gt;
[[File:Mwiihellfireapachecamp2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:Mwiiltvrender.jpg|thumb|none|600px|An official render of the &amp;quot;LTV&amp;quot; L-ATV inspired vehicle with an M2.]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MRAP inspired M2 turret. Note the machine gun crosshair, still in use for [[Call of Duty (2003)|nineteen years]] and counting.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2b.jpg|thumb|none|600px|The weapon mounted on a Kortac M2A4 Bradley, which has returned from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2a.jpg|thumb|none|600px|Other side of the gun, mounted on a Specgru Bradley. Note that unlike in MW2019 where there were two different models, the differences between the two faction's Bradleys is purely the default camo.]]&lt;br /&gt;
[[File:Mwiim2campaign1.jpg|thumb|none|600px|Closeup of the M2 in the campaign. Note the glitched ammo belt. The icon/text for using the weapon is also glitched, with the HUD displaying &amp;quot;SENTRY/MOVE&amp;quot; and the L-ATV icon appearing, even when manning the M2.]]&lt;br /&gt;
[[File:Mwiim2campaign2.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
What appears to be fictionalized [[M242 Bushmaster chaingun]]s are mounted and used on the M2A4 Bradley IFV (formerly called Light Tank) armored vehicles. The model is carried over from Modern Warfare 2019 and description of the prior vehicle states that the cannon is chambered in 30mm. The &amp;quot;APC&amp;quot; (which appears to be a Boxer APC with the Stryker 30mm turret) also appears to mount the M242 Chaingun, chambered in 30mm.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:Mwiilighttankrender.jpg|thumb|none|600px|Render of the Bradley IFV.]]&lt;br /&gt;
[[File:Mwiiifvautocannon1.jpg|thumb|none|600px|The Bradley autocannon up close.]]&lt;br /&gt;
[[File:Mwiiapcrender.jpg|thumb|none|600px|Render of the Boxer APC with Stryker turret.]]&lt;br /&gt;
[[File:Mwiiapcautocannon1.jpg|thumb|none|600px|The Boxer autocannon up close in Ground War.]]&lt;br /&gt;
[[File:Mwiiboxerapccampaign.jpg|thumb|none|600px|A higher definition model of the Boxer used during campaign.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava Mk.4 - CV90 &amp;quot;frankentank&amp;quot;.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiisentrym240b6.jpg|thumb|none|600px|The Sentry Gun. Note the non-standard muzzle brake.]]&lt;br /&gt;
[[File:Mwiim240bsentry2.jpg|thumb|none|600px|Overview.]]&lt;br /&gt;
[[File:Mwiim240bsentry1.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:Mwiiheavytankrender.jpg|thumb|none|600px|An official render of the Merkava &amp;quot;Heavy Tank&amp;quot;, with the M240B in the top mounted remote weapon station.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace0.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace1.jpg|thumb|none|600px|Front.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed fictional twin barrel [[M197 Vulcan]] turret, to fulfill the series' proud lineage of VTOL jets with swiveling gun turrets that hover around a vicinity and engage infantry targets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:Mwiivtol1.jpg|thumb|none|600px|The twin-barrel M197 Vulcan mounted one the underside of the stylized AV-8B.]]&lt;br /&gt;
[[File:Mwiivtol4.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiivtol3.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D/E Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s, with some apparently having two at the same time. The double-M230 Apaches appear in the campaign missions &amp;quot;Kill or Capture&amp;quot; and &amp;quot;Ghost Team.&amp;quot;&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently sports TWO M230 autocannons. The forward cannon functions more like an M134 Minigun, while the rear behaves like a traditional autocannon.]]&lt;br /&gt;
[[File:Mwiiapachetwinautocannoncloseupreplacement.jpg|thumb|none|600px|A closeup of the configuration.]]&lt;br /&gt;
[[File:Mwiichoppergunner1.jpg|thumb|none|600px|An Apache in multiplayer armed with a standard single M230.]]&lt;br /&gt;
[[File:Mwiichoppergunner3.jpg|thumb|none|600px|Right side of the gun.]]&lt;br /&gt;
[[File:Mwiichoppergunner2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The returning psudo-AC-130 &amp;quot;Gunship&amp;quot; also mounts the [[M102 Howitzer|M102 105mm howitzer]]. This gun appears prominently in the pre-rendered cutscenes of the interior of the gunship in the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mwiigunship3.jpg|thumb|none|600px|Closeup of the M102 on the gunship's exterior.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0 Grenade Launcher==&lt;br /&gt;
The &amp;quot;MRAP&amp;quot; eight wheeled gun trucks added in Season 5 appear to be equipped with a [[Mk 47 Mod 0 Grenade Launcher]]. The weapon is controlled via a RWS turret during gameplay.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|350px|none|Mk 47 Mod 0 grenade launcher - 40x53mm]]&lt;br /&gt;
[[File:Mwiis5mrap.jpg|thumb|none|600px|The &amp;quot;MRAP&amp;quot; with Mk 47 launcher in a official screenshot. ]]&lt;br /&gt;
[[File:Mwiimk471.jpg|thumb|none|600px|Front of the launcher.]]&lt;br /&gt;
[[File:Mwiimk472.jpg|thumb|none|600px|Rear]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the Wheelsons in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiiwheelston1.jpg|thumb|none|600px|The Wheelson.]]&lt;br /&gt;
[[File:Mwiiwheelston2.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiiwheelston3.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Mk44 Bushmaster GAU-23/A==&lt;br /&gt;
The &amp;quot;Gunship&amp;quot;'s AC-130J-based loadout includes the Mk44 Bushmaster 30mm GAU-23/A gun. It functions akin the Bofors 40mm seen previously.&lt;br /&gt;
[[File:Mwiigunship1.jpg|thumb|none|600px|The Gunship in Multiplayer. Also much like Modern Warfare 2019, there is no 25mm gun on the exterior, despite the GAU-12/U being usable in gameplay.]]&lt;br /&gt;
[[File:Mwiibofors40mm1.jpg|thumb|none|600px|Closeup of the GAU-23/A.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24V &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
[[File:Mwiioverwatchheli1.jpg|thumb|none|600px|In multiplayer (as seen here), the Mi-24 is a killstreak called the &amp;quot;Overwatch Helo&amp;quot; and functions similarly to the Harrier. In DMZ the helicopter appears as a boss, and can take a considerable amount of damage before being destroyed (for example flying normally despite being on fire and losing it's wings).]]&lt;br /&gt;
[[File:Mwiioverwatchheli2.jpg|thumb|none|600px|Right side of the Yak-B.]]&lt;br /&gt;
[[File:Mwiioverwatchheli3.jpg|thumb|none|600px|Left side of the gun.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2. It is unlocked by completing the unlock challenge or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
[[File:MW22 Crossbow 1.jpg|thumb|none|600px|The crossbow in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiicrossbow1.jpg|thumb|none|600px|Operator &amp;quot;Zeus&amp;quot; holds a crossbow in a medieval exhibit.]]&lt;br /&gt;
[[File:Mwiicrossbow5.jpg|thumb|none|600px|Right side of the crossbow.]]&lt;br /&gt;
[[File:Mwiicrossbow2.jpg|thumb|none|600px|Aiming down the sight. The front sight has a glass hosing for some reason.]]&lt;br /&gt;
[[File:Mwiicrossbow3.jpg|thumb|none|600px|Pulling the string back.]]&lt;br /&gt;
[[File:Mwiicrossbow4.jpg|thumb|none|600px|Inserting a new bolt.]]&lt;br /&gt;
[[File:Mwiicrossbow6.jpg|thumb|none|600px|Inspecting the bolt. When the player has no more bolts, the character will tug on the string a few times.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] appears on Gus' skin &amp;quot;El Santo&amp;quot; in the shoulder holster. It uses the &amp;quot;Renetti&amp;quot; model from ''Modern Warfare'' with the &amp;quot;Veins of Gold&amp;quot; blueprint grips. It appears to be missing the hammer, however.&lt;br /&gt;
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mwiielsantom9a31.jpg|thumb|none|600px|Gus with the M9A3 in the Operator screen.]]&lt;br /&gt;
[[File:Mwiielsantom9a32.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C / Arsenal Firearms Strike One hybrid==&lt;br /&gt;
A hybrid pistol appears on Ghost's &amp;quot;Gilded Reaper&amp;quot; skin. It is actually one of the blueprints of the &amp;quot;X16&amp;quot; (Glock 21) from ''Modern Warfare'', which has an [[Arsenal Firearms Strike One]]-style frame combined with the &amp;quot;Singuard Arms Featherweight&amp;quot; barrel, the latter consisting of a [[Glock 18C]]'s slide with custom cutouts on the side.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Gilded X16.jpg|thumb|none|600px|The X16 pistol on Ghost's Gilded Reaper chest holster. It is hard to view with his M4 normally in the way.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in the &amp;quot;Ghosting Everyone&amp;quot; loading screen.&lt;br /&gt;
&lt;br /&gt;
Additionally, a Kimber is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
[[File:Mwii1911cartelbelt.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
Two unusable STI 2011 pistols resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot; outside the fish hatchery. It uses the model of the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011a.jpg|thumb|none|600px|Both pistols are placed the exact same way on the exact same table model.]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011b.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX==&lt;br /&gt;
''Modern Warfare''’s [[SIG-Sauer P320|SIG-Sauer P320 RX]] is seen on &amp;quot;The Technician&amp;quot; skin of operator Hutch, fitted with the &amp;quot;A9-16 Lightweight&amp;quot; custom slide.&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX - 9x19mm]]&lt;br /&gt;
[[File:MWII Technician P320.jpg|thumb|none|600px|The blue tech-ey looking P320 on Hutch's chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A [[FAMAS F1]] is seen in the &amp;quot;Wading&amp;quot; loading screen.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIFAMASloadingscreen1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
==Taser X26==&lt;br /&gt;
Kyle Garrick is seen with an [[X26 Taser]] in the Countdown mission, similar to the CTSFO outfit from the prior game. This uniform is also available in Season 3, named &amp;quot;Takedown.&amp;quot;&lt;br /&gt;
[[File:Taser X26P yellow.jpg|thumb|none|350px|Taser X26P]]&lt;br /&gt;
[[File:MWII Taser X26.jpg|thumb|none|600px|Garrick and US Marines riding a RHIB boat down the Chicago river.]]&lt;br /&gt;
[[File:Mwiigazoperatortaser.jpg|thumb|none|600px|The Taser on his chest rig in the Operator screen.]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Some operators have the [[AN/M14 incendiary grenade]] on their webbing. It isn't usable in-game nor are any NPCs depicted using it.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|140px|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Mwiiincendiary3.jpg|thumb|none|600px|Ghost with the grenade on his &amp;quot;Night War&amp;quot; skin (from the campaign mission &amp;quot;Kill or Capture&amp;quot;).]]&lt;br /&gt;
[[File:Mwiiincendiary4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
[[File:Mwiiincendiary1.jpg|thumb|none|600px|A US Marine with the grenade on his rig.]]&lt;br /&gt;
[[File:Mwiiincendiary2.jpg|thumb|none|600px|Closeup of the text.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade==&lt;br /&gt;
An [[RGD-5 hand grenade]] is seen on Enzo Reyes' &amp;quot;Snack&amp;quot; skin, as well as on Zero's &amp;quot;Dry Heat&amp;quot; and &amp;quot;Night Heat&amp;quot; skins.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|150px|RGD-5 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:MWII RGD-5.jpg|thumb|none|600px|Closeup of Zero's pouch line, including the RGD-5.]]&lt;br /&gt;
&lt;br /&gt;
==RGN fragmentation grenade==&lt;br /&gt;
An [[RGN]] fragmentation grenade is seen on Kleopatros Gavras's &amp;quot;Hustle&amp;quot; skin.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|150px|RGN fragmentation grenade]]&lt;br /&gt;
[[File:MWII RGN.jpg|thumb|none|600px|The RGN on Kleo's Hustle outfit, seen here under her right hand.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by cartel members in &amp;quot;Recon by Fire&amp;quot; if the player is spotted during the hatchery sniping section. These appear to be the same ones from MW2019.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:Mwiimortar1.jpg|thumb|none|600px|Gaz sights up a cartel mortar crew.]]&lt;br /&gt;
[[File:Mwiimortar2.jpg|thumb|none|600px|Front of the mortar.]]&lt;br /&gt;
[[File:Mwiimortar3.jpg|thumb|none|600px|Back of another, next to its recently departed operator.]]&lt;br /&gt;
[[File:Mwiimortar4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1601629</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1601629"/>
		<updated>2023-08-03T07:03:19Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* FAMAS Valorisé */  BOCW's FAMAS also featured a 25 round magazine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2019'', the game is comprised of four main modes: the traditional singleplayer campaign, multiplayer, Spec Ops and Warzone 2.0 with additional DMZ mode.&lt;br /&gt;
&lt;br /&gt;
The singleplayer story is the continuation of ''Modern Warfare''’s storyline, following the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
The multiplayer is the standard attraction of the ''Call of Duty'' franchise, along with PvE Spec Ops missions. A new submode to Spec Ops are Raids, which are multi-stage, high-risk high-reward episodic long levels mixed with cooperative combat and puzzle-solving. As of March 2023, &amp;quot;Atomgrad&amp;quot; is the only available Raid in the game, along with four episodes which take place after the events of ''Modern Warfare'' and by extension, some events of Warzone 1.0 before the release of ''Black Ops: Cold War''.&lt;br /&gt;
&lt;br /&gt;
Following on the heels of ''Warzone'', '''''Call of Duty: Warzone 2.0''''' is a standalone free-to-play gamemode that expands upon the original mode with new features and new maps, with additional maps being added later seasons. In addition, Warzone 2.0 also includes the DMZ submode, an extraction-type PvPvE gamemode where players complete faction quests, scavenge for weapons and loots, fend off against enemy NPCs as well as players and exfiltrate the map alive, with no set objective.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game.&lt;br /&gt;
&lt;br /&gt;
Weapon reloads are now &amp;quot;staged&amp;quot;, meaning if the player performs an action that would cancel a reload (as with previous entries), the reload animation will resume to its previous state until the magazine/last round is either inserted (for non-empty reloads) or when the weapon is chambered. Underbarrel grenade launcher reloads are not affected by this, however.&lt;br /&gt;
&lt;br /&gt;
Reaching the maximum level of a weapon unlocks Weapon Tuning, wherein the player can finetune various attachments to be slightly better at one statistic at the cost of another. Various store blueprints come with predetermined &amp;quot;pro-tuned&amp;quot; attachments; in which the player cannot modify. Pro-tuned attachments are reset if the player modifies their attachments or its tuning.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments. It is possible to create a loadout with two similar weapons with marginally different stats, such as having the AUG A3 and AUG HBAR variant in the same loadout, with similar attachment setups. Post-release weapons in existing weapon platforms are not unlocked by progressing the specific weapon level required, as those are completed through various tasks instead.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* ISO Platform (B&amp;amp;T APC family)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Sakin G Series (Desert Eagle variants)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Pistol Fastdraw&amp;quot; benefit (previously known as &amp;quot;Tactical Pistol Raise&amp;quot;) introduced in ''MWII'' is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively (including TEC-9 hybrid machine pistol).&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
Weapon and inventory management in Warzone 2.0 is similar to its previous iteration, where in players are airdropped with weak weapons, scavenge weapons all over the game world and procure their own loadout weapons in a supply drop. DMZ on the other hand is similar to &amp;quot;extraction&amp;quot; games of a similar fashion. The player is given three insured weapon slots (one available at the start, the other two require metagame upgrades), which the player can customize and they do not get lost if they leave it in the game world (should the player die or exchange for a new weapon, even if the enemy picks up the weapon), though it has a cooldown which can be decreased by successful extractions or by submitting items into a &amp;quot;dead drop&amp;quot; (which is an interactable dumpster) in certain locations of the map. In addition, the player has a number of temporary &amp;quot;contraband&amp;quot; weapon slots which are the weapons brought by the player upon a successful extraction. These weapons will be lost if they are dropped, although they can be destroyed in the game's lobby to free up space for more contraband weapons. Firearms can be customized in a Workbench while on a raid, albeit with a fee of credits obtained throughout the round.&lt;br /&gt;
&lt;br /&gt;
As before, weapons in both Warzone 2.0 Battle Royale and DMZ can be acquired through enemies (either NPC bots or player operatives) or through various loot containers all over the map; contraband weapons can also be obtained by completing various faction missions. Also, if the player extracts with a weapon that they haven't unlocked yet, the weapon will be immediately unlocked for free without the player level or weapon platform requirement.&lt;br /&gt;
&lt;br /&gt;
The method of unlocking cosmetic camouflages was overhauled in ''MWII'' compared to its predecessors. Every weapon has four unique camouflages (with only one unique camo for every launcher), each with their easy challenges in order to unlock them. Once the specific camo is unlocked, it can be used in every weapon available, streamlining the process of the camo grind from previous games. Unlocking all base camouflages for the current weapon allows the player to progress through the mastery camo challenges.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew, alluding to the knife in the logo of IMI/IWI). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 DesertEagle.jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two Desert Eagles fitted with ported barrels while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;GS Magna&amp;quot;==&lt;br /&gt;
A Desert Eagle modified (presumably by cartel members) to fire full-auto based on the &amp;quot;Thunderbird&amp;quot; Desert Eagle made by YouTuber Mr.Wilk was added as a separate weapon in Season 3 Reloaded, as the &amp;quot;GS Magna&amp;quot;. Aesthetically, the pistols differs from the game's standard Desert Eagle by featuring a ported barrel, different grip texture, a tan/bronze-like finish, and different markings. In gameplay terms, it cannot equip lasers/lights or trigger attachments, but can instead use vertical foregrips.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:Mwiifullautodeagleloadout.jpg|thumb|none|600px|In the loadout screen.]]&lt;br /&gt;
[[File:Mwiifullautodeagle1.jpg|thumb|none|600px|Checking the weapon, loaded with overpressure rounds.]]&lt;br /&gt;
[[File:Mwiifullautodeagle2.jpg|thumb|none|600px|Valeria about to lose her teeth while dumping a magazine of .50 AE.]]&lt;br /&gt;
[[File:Mwiifullautodeagle3.jpg|thumb|none|600px|Dual wielding the weapons while firing with predictable uncontrollability.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]]. It is based on a 5th generation version with front slide serrations, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with a grey follower, a +7 extended baseplate that changes the follower color to orange, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that's supposed to hold 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note the metal plate that is in place of the right-side slide stop.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the witness holes are actually textured on - cartridges will still show on these after the mag is empty).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from ''Modern Warfare''...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and ''MW19''’s &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:MWII G18 KPOS (1).jpg|thumb|none|600px|The G18 KPOS imitation with the &amp;quot;X13 Coachwhip Stock, Bruen Tri-Port compensator,&amp;quot; and &amp;quot;Schlager Tango&amp;quot; folding foregrip.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides. &lt;br /&gt;
&lt;br /&gt;
The whole thing might have been inspired by videos such as a [https://www.youtube.com/watch?v=C4dBuPJ9p7A story by VICE about printing a Glock], though, even that particular video shows the complexities involved with the assembly.&lt;br /&gt;
[[File:Mwii3dglock1.jpg|thumb|none|600px|The terrorist places individual parts on his tray table. As mentioned before, the firing spring and firing pin were inside his seatbelt buckle, the barrel inside a flashlight &amp;amp; trigger as a necklace (not pictured). The slide and two part frame he takes out already has some components attached (although it's difficult to tell if they are plastic or metal.]]&lt;br /&gt;
[[File:Mwii3dglock7.jpg|thumb|none|600px|The slide after inserting the barrel, after this he inserts the firing pin.]]&lt;br /&gt;
[[File:Mwii3dglock10.jpg|thumb|none|600px|The front half of the two part frame.]]&lt;br /&gt;
[[File:Mwii3dglock12.jpg|thumb|none|600px|About to merge the two part frame. Unfortunately the pre-rendered cutscene features added motion blur when the front assembly comes into view.]]&lt;br /&gt;
[[File:Mwii3dglock13.jpg|thumb|none|600px|Closeup of the nubs which supposedly holds the two assemblies together.]]&lt;br /&gt;
[[File:Mwii3dglock15.jpg|thumb|none|600px|Attaching the slide to the completed frame. It isn't fully visible here, but the slide has holes in the top for mounting optics.]]&lt;br /&gt;
[[File:Mwii3dglock17.jpg|thumb|none|600px|Retreiving the magazine from the salad lid.]]&lt;br /&gt;
[[File:Mwii3dglock21.jpg|thumb|none|600px|...And racking the slide after inserting it. Note the forward mounted iron sights.]]&lt;br /&gt;
[[File:Mwii3dglock23.jpg|thumb|none|600px|Holding the completed Glock.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Kill or Capture&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:MWII P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to ''[[Battlefield 2042]]''’s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:SW500 MWII gunsmith.jpg|thumb|none|600px|The Model 500 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:SW500 MWII gunsmith2.jpg|thumb|none|600px|&amp;quot;Bryson 780&amp;quot; and place of manufacture stamped on the sideplate.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon. It can maintain ADS while reloading, something that wasn't possible with the .357 in the previous game.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation. Having the gun empty twirls the revolver for a little longer than it was when loaded.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
==Staccato P==&lt;br /&gt;
What appears to be a [[STI 1911 Series|Staccato P]] is set to be added in Season 5.&lt;br /&gt;
[[File:STI 2011 Staccato P.jpg|thumb|none|300px|Staccato P - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with a traditional AR-15 style charging handle at the rear and as capable of being chambered from empty with the existing bolt release, whereas the real AR-57 has a right-side charging handle (that can be changed to the left with the bolt release removed from the lower receiver) and no ability to lock the bolt open. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system, probably based on the Gen 2 handguard (although the Gen 2 handguard is still a quad-rail design with cooling slits, not a proper M-LOK design). It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR57 short barrel on BHI lower.jpg|thumb|none|450px|AR-57 with short barrel on a BHI lower receiver - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|Lionel Messi (yes, that one) wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC45==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC45]] was added in Season 4 as the &amp;quot;ISO 45&amp;quot;. It retains some of the animations of the previous &amp;quot;ISO&amp;quot; submachine gun in ''Modern Warfare 2019''. It is also stylized similarly to it, including the upper receiver being extended to the rear (albeit not as much as its ''MW19'' counterpart). By default, it is modeled with the &amp;quot;FTAC 225mm Dominator&amp;quot; barrel from ''Modern Warfare'', which is an extended barrel of intermediate length between the APC9/APC45 and the APC9-P. It can be modified to resemble an APC45 SD with the “16&amp;quot; XLB-S” barrel, or an APC9 K with the “4&amp;quot; Frame S-1” barrel and &amp;quot;SK-3 Cheetah&amp;quot; stock.&lt;br /&gt;
[[File:APC45.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 - .45 ACP]]&lt;br /&gt;
[[File:APC9 Carbine.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet APC9-P carbine, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mwiiiso45battlepass1.jpg|thumb|none|600px|The APC45 in the Battlepass screen.]]&lt;br /&gt;
[[File:Mwiiiso45idle.jpg|thumb|none|600px|Cpt. Price with the SMG in &amp;quot;Vondel,&amp;quot; a fictional borough of Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiiiso45emptystandardreload.jpg|thumb|none|600px|Pulling the charging handle during the empty reload. For the &amp;quot;Fast Hands&amp;quot; reload, the operator uses the bolt release with their trigger finger.]]&lt;br /&gt;
[[File:Mwiiiso45sights.jpg|thumb|none|600px|Aiming down the flip-up sights in a bike shop in Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45inspect2.jpg|thumb|none|600px|When inspecting the weapon, the character tosses the APC to their left hand the performs a brass check with the right hand.]]&lt;br /&gt;
[[File:Mwiiiso45emptyinspect.jpg|thumb|none|600px|The weapon locked empty. The character vigorously tugs the charging handle during the empty inspect animation.]]&lt;br /&gt;
[[File:APC45 SD.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 SD - .45 ACP]]&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'' with the grip design based on that of the [[Magpul PDR-C]]) appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike ''MW19'' this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the “9.5&amp;quot; Duke-30” barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with red dot sight and 20-round polymer magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann&amp;quot; series has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3 (with integral suppressor)==&lt;br /&gt;
An integrally suppressed version of the aforementioned HK94A3 is set to be added in Season 5.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD6, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Interdynamic KG-9 / Intratec TEC-9 hybrid==&lt;br /&gt;
A hybrid of the [[Interdynamic KG-9]] and the [[Intratec TEC-9]] was added to the handguns class in Season 3 Reloaded as the &amp;quot;FTAC Siege&amp;quot;. The weapon has four upper receiver options, most of which have sub-options as well. The standard upper receiver also comes in an extended barrel variant (&amp;quot;Ratchet BE&amp;quot;), an extended barrel and barrel shroud variant (&amp;quot;SuperTac-VI&amp;quot;), and an integrally suppressed variant (&amp;quot;Ratchet BE Tac&amp;quot;). An upper based on the TEC-9 Mini (&amp;quot;Mouse 99&amp;quot;) is also available, which blocks the use of grips, optics, and lasers due to its small size. A much longer upper with angled shroud holes comes in standard (&amp;quot;CMRN-50&amp;quot;) and integrally suppressed (&amp;quot;NST-81&amp;quot;, previously known as &amp;quot;STF-U&amp;quot;) variations, and a lightweight upper with rectangular holes and entirely different iron sights are also options.&lt;br /&gt;
&lt;br /&gt;
The gun can equip the wire stock and foregrip of the KG-9's full-auto sibling, the MP-9. Other stock and grip options are available, including an angled metal foregrip highly reminiscent of the [[Beretta 93R]]. A unique thread-on suppressor is also available, and the SMG feeds from 32-round mags, 20-round mags, 50-round drums, or 72-round drums. As of Season 4, it can be dual-wielded, and uniquely, it features an on-screen reload animation when reloading the weapon while akimbo; though it is not the first game that does this, ''[[Call of Duty 2: Big Red One]]'' and ''Call of Duty: Mobile'' both feature such akimbo reload animations for pistols and the Vector respectively.&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|350px|Interdynamic KG-9 - 9x19mm]]&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9loadout.jpg|thumb|none|600px|The base weapon in the loadout screen. Notice that it has a fictional magazine release button instead of a paddle, which is properly animated upon reloads and inspects with the left hand, though is incorrect for the real TEC-9.]]&lt;br /&gt;
[[File:Mwiitec91.jpg|thumb|none|600px|Holding the hybrid TEC-9/KG-9.]]&lt;br /&gt;
[[File:Mwiitec93.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiitec94.jpg|thumb|none|600px|Pulling the charging handle during the empty reload.]]&lt;br /&gt;
[[File:Mwiitec95.jpg|thumb|none|600px|Dropping the magazine during the &amp;quot;Fast Hands&amp;quot; reload. For the empty reload, the operator pulls the handle with a slightly altered grip from the standard empty reload.]]&lt;br /&gt;
[[File:Mwiitec92.jpg|thumb|none|600px|Checking the chamber of the loaded weapon.]]&lt;br /&gt;
[[File:Mwiitec96.jpg|thumb|none|600px|Inspecting the weapon after running out of rounds.]]&lt;br /&gt;
[[File:Mwiitec97.jpg|thumb|none|600px|Comically during the empty inspect, the operator will experience a malfunction while attempting to dry fire the gun.]]&lt;br /&gt;
[[File:Mwiiakimbotec91.jpg|thumb|none|600px|Posing with the duel Tec-9 hybrids, Chicago skyline in the background.]]&lt;br /&gt;
[[File:Mwiiakimbotec92.jpg|thumb|none|600px|Pretend firing the weapons gangsta style.]]&lt;br /&gt;
[[File:Mwiiakimbotec93.jpg|thumb|none|600px|Tossing the used magazines after stuffing the guns into his armpits.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|350px|Interdynamic MP-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiimp9tecloadout.jpg|thumb|none|600px|An MP-9-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|350px|Intratec TEC-9 Mini - 9x19mm]]&lt;br /&gt;
[[File:Mwiiminitec9loadout.jpg|thumb|none|600px|A TEC-9 Mini-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9 5-inch barrel.jpg|thumb|none|350px|Intratec TEC-9 with early blade sight and 5.5&amp;quot; screw-on barrel extension - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9extendedbarrelloadoutupt.jpg|thumb|none|600px|A similar build in the loadout screen. Note the backwards mirrored text on the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, which is still missing the piece that connects the pistol grip and the receiver and once again has a massively shrunk-down Super-V recoil dampening system the real Vector is known for, thus resulting in the weapon having actual muzzle rise. As with the P220 pistol, killing opponents with the Vector will hide death skull indicators with its subsonic .45 ammunition.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model only available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model. Another difference is that the pistol grip now has Vector Gen II ribs at the rear.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector SDP (1).jpg|thumb|none|600px|A Vector SDP configuration with the &amp;quot;Double Tap&amp;quot; short magazines.]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector CRB (1).jpg|thumb|none|600px|And a Vector CRB imitating the reference image.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45-round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with an M-LOK handguard that looks like a Midwest Industries / Samson Manufacturing hybrid), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:MWII MPX-SD (1).jpg|thumb|none|600px|The MPX-SD configuration in the loadout preview.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MWII MPX-K (1).jpg|thumb|none|600px|An MPX K with the &amp;quot;BR Stockless Mod&amp;quot;, &amp;quot;Bruen Flash&amp;quot; pistol grip, and a 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;, fed by 25- and 32-round stylized [[Steyr MPi 69/81]] magazines.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim forends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bryson Reverb-55 Stock&amp;quot; gives it a fixed stock similar to Magpul shotgun stocks, and the &amp;quot;419mm Schlager Salvo&amp;quot; and &amp;quot;FSS Frame Stock&amp;quot; are resemble the forend and stock of the pump-action [[FABARM STF 12]].&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW22_BenelliM4.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;.]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 NFA (1).jpg|thumb|none|600px|Preview of the M4 NFA short configuration.]]&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 Fabarm.jpg|thumb|none|600px|The STF 12 style parts on the Expedite. The &amp;quot;RMGE-7&amp;quot; muzzle is also equipped here.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 725.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semi-automatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. &lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor TS12==&lt;br /&gt;
The [[IWI Tavor TS12]] was added in Season 4 Reloaded as the &amp;quot;MX Guardian&amp;quot;. Unlike its real-life counterpart, the TS12 in-game effectively functions as a shotgun Bizon, sporting a detachable prism magazine instead of the triple 5-round tube cluster of the real life version. Thus, upon reloading, the user simply swaps out the magazine instead of inserting individual shells. The TS12 is also fully automatic by default, with semi-automatic and two-round burst fire trigger packs (probably to simulate a binary trigger) as attachments, unlike the real TS12, which comes in semi-automatic by default (of course with the possibility of homemade trigger packs). Despite all this, the shotgun's in-game description describes it as having the real version's three separate rotating magazine tubes.&lt;br /&gt;
[[File:Tavor TS12.jpg|thumb|none|450px|IWI Tavor TS12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiits12battlepass.jpg|thumb|none|600px|The Tavor in the Battlepass.]]&lt;br /&gt;
[[File:Mwiits12customizationscreen1.jpg|thumb|none|600px|The other side of the gun in the customization screen.]]&lt;br /&gt;
[[File:Mwiits12spawn.jpg|thumb|none|600px|Cocking the gun during the spawn animation.]]&lt;br /&gt;
[[File:Mwiits12idle.jpg|thumb|none|600px|Taking in the Amsterdam skyline in the mid-season map &amp;quot;Vondel Waterfront&amp;quot;, while holding the mid-season weapon.]]&lt;br /&gt;
[[File:Mwiits12magazine1.jpg|thumb|none|600px|Inspecting the front of the magazine.]]&lt;br /&gt;
[[File:Mwiits12magazine2.jpg|thumb|none|600px|Rear of the magazine. Based on the fictional design, it could be a helictical magazine.]]&lt;br /&gt;
[[File:Mwiits12reload3.jpg|thumb|none|600px|Loading a new magazine. In both the inspect animations and the standard reloads, the player struggles with securing the magazine and gives it a smack to properly seat it. For the &amp;quot;Fast Hands&amp;quot; reload the player has no such issue loading it.]]&lt;br /&gt;
[[File:Mwiits12reload4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Mwiits12burst.jpg|thumb|none|600px|The fictional &amp;quot;Burst Trigger Pack&amp;quot;, which is the only attachment which allows for dragon's breath rounds.]]&lt;br /&gt;
[[File:Mwiits12inspectempty1.jpg|thumb|none|600px|The action locked open on empty. Note the advanced ''[[Call of Duty: Ghosts|fish AI]]''.]]&lt;br /&gt;
[[File:Mwiits12inspectempty2.jpg|thumb|none|600px|Looking at the empty magazine.]]&lt;br /&gt;
[[File:Mwiits12inspectempty3.jpg|thumb|none|600px|Amusingly, the player gets frustrated while trying to seat the magazine, and gives it a much harder smack.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). Along with being fitted with a left side charging handle modification, the shotgun's bolt will lock open when empty when using either stick magazine, but does not lock back when using the drum. The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun. It can be loaded with Dragon's Breath incendiary shells, though as with the Benelli M4 above, low-powered rounds would make the weapon's usage unfeasible because of the weapon's self-loading nature. It is not an issue when used in-game, though. A custom Vepr-12 firing incendiary shells is the weapon of choice of the Pyro DMZ boss, along with a riot shield.&lt;br /&gt;
&lt;br /&gt;
As a post-release weapon, it can either be permanently unlocked by completing its challenge, purchasing by a store bundle that has the weapon, or by extracting the weapon in DMZ mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiiveprpreview.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiiveprspawn.jpg|thumb|none|600px|Spawning with the Vepr-12, the operative performs an underhand rack of the charging handle; this would be a bit less odd if said handle wasn't on the left side of the gun.]]&lt;br /&gt;
[[File:Mwiivepr0.jpg|thumb|none|600px|Gaz holding the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr1.jpg|thumb|none|600px|Examining the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr2.jpg|thumb|none|600px|In the inspect animation the character examines the magazine before tapping it on the magwell... ]]&lt;br /&gt;
[[File:Mwiivepr3.jpg|thumb|none|600px|...then puts it back in and performs a chamber check.]]&lt;br /&gt;
[[File:Mwiivepr4.jpg|thumb|none|600px|Firing with a massive muzzle flash; given how it obscures the front sight, this appears to be coming out of the gas block, rather than the actual muzzle.]]&lt;br /&gt;
[[File:Mwiivepr5.jpg|thumb|none|600px|Ripping out the magazine while holding another during the empty &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Mwiivepr6.jpg|thumb|none|600px|And then dropping the bolt. For the standard reload the charging handle is used instead.]]&lt;br /&gt;
[[File:Mwiivepr12.jpg|thumb|none|600px|Examining a Vepr-12 equipped with a drum magazine and Dissident Arms MOD2 style handguard. When equipped with a drum magazine, both of the empty reloads only use the charging handle...]]&lt;br /&gt;
[[File:Mwiivepr14.jpg|thumb|none|600px|...as, unlike when using either box magazine option, the drum magazine-equipped Vepr-12 will still have its bolt forward when empty.]]&lt;br /&gt;
[[File:Mwiiveprshotshotgun.jpg|thumb|none|600px|&amp;quot;Yo dawg, we heard you liked shotguns.&amp;quot;]]&lt;br /&gt;
[[File:Vepr-12.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:MWII Vepr-12 LB.jpg|thumb|none|600px|The Vepr with the &amp;quot;Range Twelve&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous ''Modern Warfare''’s pump-action shotguns', this weapon is chamber-loaded upon running empty, a rare instance in the ''Call of Duty'' franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590M.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the receiver of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign. The &amp;quot;Cursed&amp;quot; blueprint from Season 3 &amp;quot;features&amp;quot; a removed dust cover, which showcases the AK's bolt.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK-103.jpg|thumb|none|600px|The AK-103 in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from ''MW19''’s AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:Mwiiak103closeup.jpg|thumb|none|600px|Closeup of the right side of a customized AK-103.]]&lt;br /&gt;
[[File:Mwiiak103siderail.jpg|thumb|none|600px|The &amp;quot;Cursed&amp;quot; blueprint with an optic. As the dust cover remains removed, the bracket mount from other AK variants is used here. Note the strangely colored recoil spring.]]&lt;br /&gt;
[[File:Mwiicursedak1.jpg|thumb|none|600px|Inspecting the AK-103 without dust cover.]]&lt;br /&gt;
[[File:Mwiicursedak2.jpg|thumb|none|600px|The empty inspect animation has the operator pull the bolt all the way to the rear. Note the ejector has a notch in it for some reason, as this would likely weaken the part.]]&lt;br /&gt;
[[File:Mwiicursedak3.jpg|thumb|none|600px|The AK-103's spring compressed while in full recoil.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:MWII AK-103 Farah.jpg|thumb|none|600px|Farah wields a custom AK in &amp;quot;Violence and Timing,&amp;quot; equipped with a shiny underfolder and a mix of both -103 and -104 gas tubes.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiitherebelakm.jpg|thumb|none|600px|Holding the AK-103 Blueprint &amp;quot;The Rebel&amp;quot; (with alternate &amp;quot;KAS-7 406mm&amp;quot; barrel), which features a more appropriate reddish-brown bakelite grip.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mwiiakmsloadout.jpg|thumb|none|600px|An AKMS-style build using the &amp;quot;The Rebel&amp;quot; blueprint in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mwiiakmscursed5.jpg|thumb|none|600px|Valeria holds a pseudo-AKMS without dust cover.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty. &lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK-105.jpg|thumb|none|600px|An AK-105 in the gunsmith preview screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer.]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animation when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held &amp;quot;upside down&amp;quot; in their hand), then rocks it in and performs and underhand pull of the bolt, similar to the ''[[Call of Duty: Modern Warfare (2019)]]'' 's [[AN-94]].&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. It is a common weapon from Al-Qatala NPC forces in Al Mazrah in DMZ.&lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:MW22_AKS74UN.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MwiiChiron1.jpg|thumb|none|600px|Kicking out the magazine with an odd upside down technique on the stockless AK. This updated empty reload animation is similar to ''MW19''’s AN-94.]]&lt;br /&gt;
[[File:MwiiChiron2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MwiiChiron3.jpg|thumb|none|600px|Rocking in the new magazine. An underhanded rack of the bolt is preformed after this.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller sibling, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO&amp;quot; from ''MW19''. It also shares similar Magpul MBUS styled iron sights.&lt;br /&gt;
&lt;br /&gt;
The game files refer to the weapon as &amp;quot;ar_acharlie300&amp;quot;, alluding to the APC300 variant. In addition, the ejection port is marked &amp;quot;Cal. 7.62x35mm&amp;quot; (i.e. .300 AAC Blackout), and the handguard is an elongated version of the one seen on the APC300 and early versions of the APC556 PDW (interestingly, the rifle in-game is a normal APC556/300 upper receiver on a Pro lower receiver, shown by its ability to change pistol grips). Conversely, the gas system is of APC556-esque length. The weapon is chambered in the APC556's 5.56x45mm cartridge by default, and can be modified to use the APC300's .300 Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
Being a post-release weapon, the APC556 is unlocked either through store bundles, DMZ or challenge unlock.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:APC300.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC300, for comparison - .300 AAC Blackout]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum (a map which was originally in the beta, but due to legal issues with it being based on the real the J. Paul Getty Museum, was held back).]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon. Note the &amp;quot;Cal. 7.62x35mm&amp;quot; markings on the ejection port, regardless of what caliber is used.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_M901.jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player character here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
[[File:Mwiim43rd2.jpg|thumb|none|600px|The &amp;quot;Burgertown Operator&amp;quot; with an M4A1 and two inflatable decoys.]]&lt;br /&gt;
[[File:Mwiim43rd1.jpg|thumb|none|600px|Alex fires his M4A1. Note the starburst muzzle flash.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] was added in Season 5 under the name &amp;quot;FR Avancer&amp;quot;, though the markings on its model read &amp;quot;Modèle 223&amp;quot;. As with every other FAMAS in ''Call of Duty'' thus far the rifle features 25-round magazines; for the second time in the series they actually hold the correct 25 rounds, rather than 30. As in ''MW19'', the rifle's integrated bipod can be deployed as an attachment (though currently this also unnecessarily equips a rail under the handguard, as was the case for the RPK's bipod before that was fixed), while equipping the &amp;quot;SA Ion&amp;quot; pistol grip and &amp;quot;FR Sprinter&amp;quot; stock pad brings the rifle closer in appearance to its real world counterpart.&lt;br /&gt;
&lt;br /&gt;
A pseudo FAMAS FÉLIN build can be achieved by adding the &amp;quot;3x RFL-Optic&amp;quot; and &amp;quot;OP-X9 Foregrip&amp;quot; to the aforementioned pistol grip and stock.&lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50-round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the gunsmith preview screen. The model has undergone a stylistic redesign from ''MW19''’s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a rail extension and a fixed stock resembling an [[FN SSR]]/SCAR 20S stock or a KRG SCAR Long Range Stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story. 10-, 15- and 20-round magazines are available, all of which being underloaded compared to real life.&lt;br /&gt;
&lt;br /&gt;
[[File:SCAR 17S BLK.jpg|thumb|none|450px|FN SCAR 17S BLK - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR17S.jpg|thumb|none|600px|The SSR lookalike in the gunsmith preview screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver. It feeds from black STANAG style 30-round magazines, but 40-round PMAGs and 60-round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
Marines in &amp;quot;Kill or Capture&amp;quot; have SCAR-Ls. It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from ''MW19''’s animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL_LB.jpg|none|thumb|600px|A not-so perfect tan SCAR-L LB in the gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A2.jpg|thumb|none|600px|The HK91A2 in the preview screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way. Take note that this screenshot was taken before a patch in February, where the HK91A2's reload animations were altered to be heavier.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A3.jpg|thumb|none|600px|Both sides of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30-round magazines by default, but it can also use 20-round magazines (that hold 15 rounds), 40-round extended magazines or a 60-round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done; this was fixed sometime after the Season 1 update. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-K2==&lt;br /&gt;
A stylized [[HS Produkt VHS-K2]] with a Springfield Armory Hellion-style trigger guard and pistol grip was added in Season 4 as the &amp;quot;Tempus Razorback.&amp;quot; The top rail assembly resembles that of the [[FB MSBS Grot|FB MSBS Grot B]] (alongside the &amp;quot;TA ERGO&amp;quot; stock option), and the charging handle is also similar to the Grot B's, though moved forward over the fire control area. The rifle can equip the VHS-2's integral optic carry handle, tied to the &amp;quot;17&amp;quot; IO-XL&amp;quot; barrel attachment; this barrel is longer than standard, roughly between the VHS-K2 and VHS-D2. The &amp;quot;13&amp;quot; Frenzy IX&amp;quot; barrel features a shorter optics rail as well as a unique red dot sight which replaces the ironsights; this sight can itself be replaced by other optics.&lt;br /&gt;
&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SA Hellion right side.jpg|thumb|none|450px|Springfield Armory Hellion - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MSBS-B-2016.jpg|thumb|none|450px|FB MSBS Grot B - 5.56x45mm]]&lt;br /&gt;
[[File:Mwiirazorbackbattlepass1.jpg|thumb|none|600px|The hybrid rifle in the battlepass.]]&lt;br /&gt;
[[File:Mwiirazorbackidle.jpg|thumb|none|600px|Nikto holds the rifle while in a [[Call of Duty 4: Modern Warfare|familiar location]].]]&lt;br /&gt;
[[File:Mwiirazorbacktacticalreload.jpg|thumb|none|600px|Performing a rather awkward tactical reload.]]&lt;br /&gt;
[[File:Mwiirazorbackempty.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:Mwiirazorbacksleightofhand2.jpg|thumb|none|600px|The &amp;quot;Fast Hands&amp;quot; reloads are similar to the Cronen Squall's, including the use of the bolt release instead of forward charging handle.]]&lt;br /&gt;
[[File:Mwiirazorbackinspect.jpg|thumb|none|600px|Performing a brass check.]]&lt;br /&gt;
[[File:Mwiirazorbackinspectempty.jpg|thumb|none|600px|Chuy unfortunately realizes both his rifle and stomach are empty.]]&lt;br /&gt;
[[File:VHS-D2 and optical sight.jpg|thumb|none|450px|HS Produkt VHS-D2 with 1.5 optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiirazorbackvhs.jpg|thumb|none|600px|The 17&amp;quot; IO-XL barrel &amp;amp; LTX Eclipse comb, making its appearance similar to the VHS-D2.]]&lt;br /&gt;
&lt;br /&gt;
==LoneStar Future Weapons RM277 / Desert Tech MDR hybrid==&lt;br /&gt;
A [[LoneStar Future Weapons RM277]]-based bullpup rifle was added to the battle rifles class in Season 3 under the name &amp;quot;Cronen Squall&amp;quot;. It is depicted as a heavily stylized version of the first prototype, noticeable by having a rear magazine release. However, it also has two buttons near the trigger group that act as bolt release buttons instead of magazine release buttons, a black cheek rest, switchable ejection ports and an enlarged rear similar to that of the [[Desert Tech Micro Dynamic Rifle]]. It is chambered in &amp;quot;6.8 Wrath&amp;quot;, an in-universe version of 6.8x51mm SIG FURY, which is the cartridge of the [[SIG-Sauer MCX-SPEAR]] (now designated as the XM7) that prevailed over the RM277 in the NGSW trials.&lt;br /&gt;
&lt;br /&gt;
The gun uses conventional full brass case ammo like the civilian/training ammo by default but a 6.8 Composite ammo option is also available, bringing it back to the original 6.8mm TVCM cartridge that the RM277 was chambered in. Beside that, Frangible and Hollowpoint ammo options give the 6.8mm SIG FURY cartridge its well-known hybrid case (these options are correct as currently, available hybrid-case ammo to the civilian market is those two options). It is fed by default using 20-round L7 AWM magazines with a 30-rounder and a 50-round Magpul D-50 drum magazine also available; the rifle can also equip its proprietary micro flow-through Brevis III suppressor. &lt;br /&gt;
&lt;br /&gt;
While the real rifle fires from a closed bolt in semi-auto and an open bolt in full-auto, its in-game incarnation is depicted as always firing from an open bolt (with the same firing delay given to all other open bolt weapons), though inconsistent with this, the empty reload animation features the player character using the bolt release as if the rifle were firing from a closed bolt. The out-of-ammo inspect animation is also consistent with the gun always being open bolt, beginning with the trigger being pulled to dry-fire the rifle. In order for the rifle to at least be internally consistent to its fictional always-open-bolt self, the empty reload animation should instead not use the bolt release, and simply swap mags like a non-empty reload.&lt;br /&gt;
 &lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|450px|LoneStar Future Weapons RM277-R (First publicly revealed protoype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:MDRX 308 FDE.jpg|thumb|none|450px|Desert Tech MDRX - .308 Winchester]]&lt;br /&gt;
[[File:RM277 MWII battlepasspreview.jpg|thumb|none|600px|The RM277/Desert Tech hybrid rifle in the battlepass preview.]]&lt;br /&gt;
[[File:Mwiirm277spawn.jpg|thumb|none|600px|Tugging the charging handle when spawning with the rifle.]]&lt;br /&gt;
[[File:Mwiirm277idle.jpg|thumb|none|600px|Holding the gun on the new &amp;quot;Alley&amp;quot; gunfight map.]]&lt;br /&gt;
[[File:Mwiirm277irons.jpg|thumb|none|600px|Using the Magpul MBUS style sights on a particularly disgusting mattress.]]&lt;br /&gt;
[[File:Mwiirm277inspect3.jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:Mwiirm277inspect2.jpg|thumb|none|600px|...then checking the right side.]]&lt;br /&gt;
[[File:Mwiirm277reloadpart.jpg|thumb|none|600px|Regular reload.]]&lt;br /&gt;
[[File:Mwiirm277empty.jpg|thumb|none|600px|Dropping the bolt during an empty reload.]]&lt;br /&gt;
[[File:Mwiirm277mostlyempty.jpg|thumb|none|600px|Loading a mostly spent mag. Note the strange presence of a bullet in the bottom of the magazine.]]&lt;br /&gt;
[[File:Mwiirm277inspectcomposite.jpg|thumb|none|600px|Inspecting the magazine loaded with 6.8mm TVCM. Also note selector set to semi-auto.]]&lt;br /&gt;
[[File:Mwiirm277compositefasthands.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; reload. When empty, the bolt is released without turning the weapon.]]&lt;br /&gt;
[[File:Mwiirm277empty1updt.jpg|thumb|none|600px|Empty inspect animation involves checking the mag...]]&lt;br /&gt;
[[File:Mwiirm277empty2updt.jpg|thumb|none|600px|...then flipping the rifle to the right side...]]&lt;br /&gt;
[[File:Mwiirm277empty3.jpg|thumb|none|600px|...then tugging the charging handle a few times before locking the bolt back and inserting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12.5&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;, based on the Geissele M4A1 URG-I (also informally known as the M4A1 &amp;quot;Block III&amp;quot;) used by USASOC and even some Navy SEAL operators. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard depicted with an 11.5&amp;quot; length, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40-round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in ''MW19''; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the “7.5&amp;quot; Tempus Firebrand”, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16-inch barrel paired with an URX 3.1 inspired rail and the “11.5&amp;quot; T-H4 Barrel”, which gives it a Daniel Defense Mk 18/RIS II rail and a 10.3-inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament, which is the in-universe version of Knight's Armament Company based on the knight armored glove and mace logo.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a &amp;quot;Block III&amp;quot; URG-I M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-LOK handguard are there to accommodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare''’s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:Mwiim4g1empty1.jpg|thumb|none|600px|Inspecting the M4's PMAG when completely empty.]]&lt;br /&gt;
[[File:Mwiim4g1empty2.jpg|thumb|none|600px|Locking the bolt back after running the action a few times.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captain Price with his Mk 18 Mod 1 style carbine in Al-Mazrah. Completing the campaign earns this set up for use as the &amp;quot;Union Guard&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII''’s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10-round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classified as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an 18&amp;quot; Mk 14 EBR barrel by default, and can be modified with a standard M14's barrel via the “22&amp;quot; Factory Fourteen Barrel” option, as well as a “16&amp;quot; Chrome-Lined RFX40 Barrel” similar to the SOCOM 16. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage EBR chassis)==&lt;br /&gt;
The marksman rifle-classed &amp;quot;EBR-14&amp;quot; returns from the previous game, this time setup akin an M14 in a Sage EBR chassis. It can be identified as such by the 22&amp;quot; barrel and the select-fire lever, though the latter is unused; the weapon is only used in semi-automatic mode in-game. It uses 10-round mags by default, with 15 and 20-round extended magazines available.&lt;br /&gt;
[[File:M14ALCS.jpg|thumb|none|450px|M1A in Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The &amp;quot;EBR-14&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped M14 in the foreground in the Dark Water pre-release gameplay video, left, shortly before it transforms into a Vector. In the final game, Soap is holding a Vector from the beginning, which appropriately transforms into a Mk 14 during the mission's ending cinematic.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish M14 on Zarqwa Hydroelectric. It's got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 14 Mod 0 EBR===&lt;br /&gt;
Equipping the “18&amp;quot; Lonestar” or “18&amp;quot; T300” barrel makes the weapon resemble a [[Mk 14 Mod 0 EBR]].&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII Mk14 (1).jpg|thumb|none|600px|A close approximation of the Mk 14 Mod 0 with “18&amp;quot; T300 Barrel”, &amp;quot;FTac Locus SP&amp;quot; scope, and &amp;quot;Lockgrip Precision-40&amp;quot; foregrip. It's also got the &amp;quot;15 Round Mag,&amp;quot; which seems to be standard 20-rounder underloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22_Marlin336.jpg|thumb|none|600px|The Marlin 336 in the preview screen.]]&lt;br /&gt;
[[File:Marlin336 MWII idle.jpg|thumb|none|600px|The player character holding his Marlin at the US-Mexican border.]]&lt;br /&gt;
[[File:Marlin336 MWII ADS.jpg|thumb|none|600px|Taking aim at a [[Breaking Bad|suspicious RV]].]]&lt;br /&gt;
[[File:Marlin336 MWII inspect1.jpg|thumb|none|600px|Inspecting the Model 336's receiver. Note &amp;quot;Bryson&amp;quot; trade dress.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect2.jpg|thumb|none|600px|Ejecting a live round from the chamber out. Note the struck primer.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side of the lever action rifle.]]&lt;br /&gt;
[[File:Marlin336 MWII reload1.jpg|thumb|none|600px|Topping off the Model 336's magazine tube.]]&lt;br /&gt;
[[File:Marlin336 MWII reload2.jpg|thumb|none|600px|Firing and ejecting the last round...]]&lt;br /&gt;
[[File:Marlin336 MWII reload3.jpg|thumb|none|600px|Chamber loading a .45-70 cartridge.]]&lt;br /&gt;
[[File:MWII-Marlin-closeup.jpg|thumb|none|600px|A closeup of Valeria Garza's Marlin 336 in the &amp;quot;Alejandro v. Valeria&amp;quot; trailer for Season 3. Note the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] returns from the previous game as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs, in fact being Rodolfo's signature weapon throughout the campaign (with a distinct two tone finish resembling the classic ''MW2'' ACR). It was added to multiplayer as part of Season 1. Which can be unlocked by either completing its unlock challenge or via DMZ, where it can either be obtained by the Chemist boss agent (who uses the &amp;quot;Health Hazard&amp;quot; blueprint, which can also be unlocked with the gun), enemy agents in Building 21 or through players, enemy or friendly. If the player successfully extracts with the MCX, it will be unlocked in all game modes, as well as the aforementioned blueprint if obtained. Purchasing a bundle that has the MCX in it will also unlock the weapon.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards. For magazines, a translucent 30-round magazine is available by default with a PMAG-40 holding 45 rounds and the MAG5-60 quad-stack magazine as alternative options. On an interesting note: when using the MAG5-60 quad-stack magazine, the character can be seen putting the spent magazine into the plate carrier's pouches instead of the battle belt when performing a tactical reload.&lt;br /&gt;
&lt;br /&gt;
In the intro cutscene for the campaign mission &amp;quot;Ghost Team&amp;quot;, there is a picture of three Shadow Company operatives, with one of them holding an MCX VIRTUS with a more correctly modeled handguard.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX Rattler==&lt;br /&gt;
A stylized [[SIG-Sauer MCX Rattler]] is set to be added in Season 5 as the &amp;quot;M13C&amp;quot;.&lt;br /&gt;
[[File:Sig-mcx-rattler.jpg|thumb|none|450px|SIG-Sauer MCX Rattler SBR - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). However, the model in the game lacks a gas tube when previewing the weapon in the Gunsmith menu, either being a mistake or showing that the weapon is using direct blowback to operate (which is concerningly doable considering the .300 BLK subsonic loads' low chamber pressure). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is Simon &amp;quot;Ghost&amp;quot; Riley's main weapon throughout the campaign, where it is briefly available when the player takes control of him during the opening mission (with the unsuppressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
As with the MCX above, there are several ways to unlock the Honey Badger, either through purchasing a bundle that has it (along with the blueprint), completing its unlock challenge or through DMZ, where the player can scavenge a Honey Badger there. The Building 21 map is also a useful location in finding the carbine, as enemy agents use it on occasion or through the loot pools.&lt;br /&gt;
   &lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:Mwiighosthoney1.jpg|thumb|none|600px|Closeup of Ghost holding the weapon.]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
[[File:Mwii10inhoneyb.jpg|thumb|none|600px|Ghost's unsuppressed 10&amp;quot; Honey Badger.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
[[File:MWII AUG A3 (1).jpg|thumb|none|600px|The &amp;quot;STB 556&amp;quot; in the loadout range.]]&lt;br /&gt;
[[File:MWII AUG A3 (2).jpg|thumb|none|600px|Thumbing the Australian style selector-stopper tab.]]&lt;br /&gt;
[[File:MWII AUG A3 (3).jpg|thumb|none|600px|Examining the de-waffled mag with a witness slot, somewhat similar to a Magpul EMAG.]]&lt;br /&gt;
[[File:MWII AUG A3 (4).jpg|thumb|none|600px|It also reloads in the more tacticool style with both mags sandwiched together.]]&lt;br /&gt;
[[File:MWII AUG A3 (5).jpg|thumb|none|600px|Though on empty, the charging handle is locked back, similar to ''MW19''.]]&lt;br /&gt;
[[File:MWII AUG A3 (6).jpg|thumb|none|600px|Pressing in another mag.]]&lt;br /&gt;
[[File:MWII AUG A3 (7).jpg|thumb|none|600px|And thumbing the bolt forward.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
[[File:AW50 MWII idle.jpg|thumb|none|600px|Looking at the wall of camo challenge grinding, English anti-materiel rifle in hand.]]&lt;br /&gt;
[[File:AW50 MWII ADS.jpg|thumb|none|600px|Scoped in, looking down the center lane.]]&lt;br /&gt;
[[File:AW50 MWII inspect1.jpg|thumb|none|600px|Admiring the left hand side of the AW50's reciever.]]&lt;br /&gt;
[[File:AW50 MWII inspect2.jpg|thumb|none|600px|Popping the mag out to admire the .50BMG rounds nestled inside.]]&lt;br /&gt;
[[File:AW50 MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a chamber check,]]&lt;br /&gt;
[[File:AW50 MWII reload1.jpg|thumb|none|600px|Reloading the AW50 from empty.]]&lt;br /&gt;
[[File:AW50 MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AW50 MWII reload3.jpg|thumb|none|600px|Driving the bolt handle forward and down to chamber the new round.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, .300 Winchester Magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen. As with nearly all weapons in the game, its design is slightly fictionalized. On this one, the detail is near-imperceptible. The widened part of the receiver where the bolt goes when it's pulled back ends a centimeter or so short of the stock hinge, whereas on the real version, it goes all the way back.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from ''MW19''.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] was added in Season 3, under the name &amp;quot;FJX Imperium&amp;quot;. It is chambered in &amp;quot;.408 PACE&amp;quot;, the analogue to the real life .408 CheyTac round. For laser attachments, the M200 uses the small &amp;quot;tube&amp;quot;-style laser set rather than the PEQ Box-style set, and despite the forward top rail being present they attach to the right side, thus it's unfortunately not possible to replicate the PEQ-2 attached to the original MW2's Intervention.&lt;br /&gt;
&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[File:Intervention MWII battlepasspreview.jpg|thumb|none|600px|The Intervention in the Season 3 Battlepass preview screen.]]&lt;br /&gt;
[[File:Mwiim200idle.jpg|thumb|none|600px|Alejandro Vargas with the CheyTac on Pelayo's Lighthouse, a spiritual successor to Estate from the original ''MW2''. As with its appearance in that game, the M200 is also held by its magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect1.jpg|thumb|none|600px|Inspecting the rifle while resisting the urge to make yet another [[Call_of_Duty:_Modern_Warfare_2#Cheyenne_Tactical_M200_Intervention|360 no-scope]] joke.]]&lt;br /&gt;
[[File:Mwiim200inspect2.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect3.jpg|thumb|none|600px|Right side of the Intervention.]]&lt;br /&gt;
[[File:Mwiim200inspect4.jpg|thumb|none|600px|Chamber checking. This animation is also used when respawning with the rifle.]]&lt;br /&gt;
[[File:Mwiim200bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:Mwiim200reloadpartial.jpg|thumb|none|600px|Inserting a new magazine. Also note the cargo ship upon which the map Shipment is set in the background.]]&lt;br /&gt;
[[File:Mwiim200emptyreload.jpg|thumb|none|600px|Throwing away the magazine during the empty reload. The &amp;quot;Fast Hands&amp;quot; perk uses similar animations.]]&lt;br /&gt;
[[File:Mwiim200inspect1round.jpg|thumb|none|600px|Inspecting the rifle with only a round in the chamber shows off the empty magazine.]]&lt;br /&gt;
[[File:Mwiim200empty.jpg|thumb|none|600px|The empty weapon inspect involves looking at empty .408 casings (with unstruck primers). Even more casings are present when using the 7-round magazine.]]&lt;br /&gt;
[[File:MwiiAlejandrom2003rdperson.jpg|thumb|none|600px|Alejandro with an M200 equipped with the standard 29-inch barrel and 7-round magazine, those two attachments returning the rifle to its &amp;quot;proper&amp;quot; form.]]&lt;br /&gt;
[[File:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:MWII CT M100.jpg|thumb|none|600px|The Intervention with the &amp;quot;LR-Retort 19&amp;quot;&amp;quot; barrel, similar to the M100 version.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
[[File:Gepard MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields a Gepard GM6 in a cartel run Shoothouse.]]&lt;br /&gt;
[[File:Gepard MWII inspect1.jpg|thumb|none|600px|Inspecting the left hand side of the Gepard's reciever. Note the in-universe manufacturer of First Signal Solutions.]]&lt;br /&gt;
[[File:Gepard MWII inspect2.jpg|thumb|none|600px|Inspecting the right hand side...]]&lt;br /&gt;
[[File:Gepard MWII inspect3.jpg|thumb|none|600px|...then pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:Gepard MWII reload1.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload3.jpg|thumb|none|600px|Racking the charging handle to load a fresh round into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9(TC) in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 psg 1 (1).jpg|thumb|none|600px|Gus holding his SR9.]]&lt;br /&gt;
[[File:Mw22 psg 1 (2).jpg|thumb|none|600px|Reloading with a 5 round magazine that for some reason holds 10 rounds.]]&lt;br /&gt;
[[File:Mw22 psg 1 (3).jpg|thumb|none|600px|Doing the good old HK-slap.]]&lt;br /&gt;
[[File:Mw22 psg 1 (4).jpg|thumb|none|600px|Checking the chamber of a now empty SR9.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 E2 PR==&lt;br /&gt;
The [[Knight's Armament SR-25|Knight's Armament SR-25 PR]] is the mid-season weapon in Season 2 Reloaded. It was added as a marksman rifle part of the M4 platform, under the name &amp;quot;Tempus Torrent&amp;quot;. The rifle's SOPMOD-style stock can be equipped on every other member of the M4 platform, while its forend customization is split between a combination of the Barrel and Guard categories. The Guard category consists of four (including default) rail system options, one of which being a monolithic upper receiver; the &amp;quot;Torrent Tac Guard&amp;quot; resembles the URX 3 rail. The Barrel category includes standard, shorter, and longer options, as well as the “14&amp;quot; Chroma LRS” which is the URX / &amp;quot;Tac Guard&amp;quot; rail system (this time without rail covers) paired with an M110- / Mk 11-style suppressor, and a short barrel paired with a fifth type of rail system. The &amp;quot;Torrent MOC-IV&amp;quot; forend is based on a VLTOR CAS-V handguard that rather unfortunately leaves the gas tube exposed. &lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Torrent Tac Guard&amp;quot; and “16&amp;quot; Tour RP” allows for a SR-25 ECC style build.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-25 APR MLOK.jpg|thumb|450px|none|Knight's Armament SR-25 Precision Rifle, M-LOK - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SR25 MWII gunsmith2.jpg|thumb|none|600px|The SR-25 in the gunsmith preview menu. Note that the magazines are based on the original AR-10 waffle pattern metal magazines. Visible on the magwell is a pseudo KAC logo, and the rifle's serial number below it begins with &amp;quot;KA&amp;quot;.]]&lt;br /&gt;
[[File:SR25 MWII gunsmith.jpg|thumb|none|600px|Labels on two of the modifications state the name of the company as &amp;quot;Tempus Armament Company&amp;quot; from Austin, Texas.]]&lt;br /&gt;
[[File:Mwiisr25idle.jpg|thumb|none|600px|Holding the gun on the new Himmelmatt Expo map.]]&lt;br /&gt;
[[File:Mwiisr25aimed.jpg|thumb|none|600px|Aiming down the pseudo KAC flip-up sights.]]&lt;br /&gt;
[[File:Mwiisr25inspect2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiisr25inspect1.jpg|thumb|none|600px|Checking the right side...]]&lt;br /&gt;
[[File:Mwiisr25inspect3.jpg|thumb|none|600px|...and brass checking.]]&lt;br /&gt;
[[File:Mwiisr25reloadtactical1.jpg|thumb|none|600px|Sandwiching the magazines together during the normal tactical reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload0.jpg|thumb|none|600px|Flicking out the old mag in the normal empty reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload1.jpg|thumb|none|600px|Inserting a new mag. Note the protruding magazine release and bolt release.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload2.jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII SR-25 ECC (1).jpg|thumb|none|600px|The ECC style build, with the &amp;quot;HMW-20&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
The [[M24 SWS]] returns from ''Modern Warfare'' as the &amp;quot;SP-R 208&amp;quot; marksman rifle, this time chambered in 7.62x51mm NATO.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
[[File:MWII M24 (1).jpg|thumb|none|600px|The M24 rifle with the &amp;quot;FTac Locus SP&amp;quot; scope equipped in-game.]]&lt;br /&gt;
[[File:MWII M24 (2).jpg|thumb|none|600px|Aiming skyward with the optic.]]&lt;br /&gt;
[[File:MWII M24 (3).jpg|thumb|none|600px|Working the M24's bolt.]]&lt;br /&gt;
[[File:MWII M24 (4).jpg|thumb|none|600px|Performing a fast reload, knocking out the spent magazine with a new one.]]&lt;br /&gt;
[[File:MWII M24 (5).jpg|thumb|none|600px|Palming in the new one.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 (in custom chassis)==&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is a [[Remington Model 700]] variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. The resulting model has a short barrel reminiscent of the Remington 700 PCR SBR, a stylized-to-fit MDT chassis similar to the Israeli-modernized M24, and a stock of the Remington 700 PCR Enhanced. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester, befitting its status as a civilian rifle.&lt;br /&gt;
[[File:MW22 SAB50.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
[[File:MWII M24 PCR (1).jpg|thumb|none|600px|Inspecting cross-border cargo with the custom Remington 700 variant.]]&lt;br /&gt;
[[File:MWII M24 PCR (2).jpg|thumb|none|600px|Holding up the suspicious box stack with the meager receiver-radius iron sights.]]&lt;br /&gt;
[[File:MWII M24 PCR (3).jpg|thumb|none|600px|Inspecting the extended mags this variant comes standard with. Note the unused space between the back of the mag and the feed lips, compared to the .300 caliber mags seen below.]]&lt;br /&gt;
[[File:MWII M24 PCR (4).jpg|thumb|none|600px|The M700 mid-recoil, with the striker forward.]]&lt;br /&gt;
[[File:MWII M24 PCR (5).jpg|thumb|none|600px|The R700 variants' standard right hand reload.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Mk 13 Mod 0==&lt;br /&gt;
A stylized [[Remington Mk 13 Mod 0]] appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the Remington Mk 13 Mod 0. It can be identified by the McMillan A2 stock, the .300 Winchester Magnum chambering and the fact that it appears as a variant to the aforementioned [[M24 SWS]] due to both using the action of the [[Remington Model 700]].&lt;br /&gt;
[[File:AmericanSniperMk13.jpg|thumb|none|500px|Screen-used stunt Mk 13 Mod 0 used in the film ''[[American Sniper]]''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:MW22 LAB330.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MWII R700LA (1).jpg|thumb|none|600px|Gromsko with the first long-action Remington variant on the El Asilo map. Despite the name, it's not a remake of ''World At War'''s Asylum.]]&lt;br /&gt;
[[File:MWII R700LA (2).jpg|thumb|none|600px|Aiming with the &amp;quot;SP-X&amp;quot; scope this and the M2010 below come standard with, including the odd three scope mount rings from the previous game.]]&lt;br /&gt;
[[File:MWII R700LA (3).jpg|thumb|none|600px|Handling the .300 Winchester Magnum magazine on the reload.]]&lt;br /&gt;
[[File:MWII R700LA (4).jpg|thumb|none|600px|And inspecting the chamber.]]&lt;br /&gt;
[[File:MWII R700LA (5).jpg|thumb|none|600px|Reloading the pseudo Mk 13 - right handing out the mag.]]&lt;br /&gt;
[[File:MWII R700LA (6).jpg|thumb|none|600px|Chambering from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M2010 (1).jpg|thumb|none|600px|An M2010 ESR out on the familiar ground of Dome, standing in for ''MW3'''s Remington MSR.]]&lt;br /&gt;
[[File:MWII M2010 (2).jpg|thumb|none|600px|Inspecting the full length .300 cartridges in the magazine.]]&lt;br /&gt;
[[File:MWII M2010 (3).jpg|thumb|none|600px|The fast knocking-out reload on the M2010.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added in Season 5 as the &amp;quot;Carrack .300&amp;quot;. The model depicted is a hybrid of the first and second generation models, featuring the muzzle device of the former and stock design of the latter (with an added rear monopod). The &amp;quot;Carrack Palm&amp;quot; attachment adds the rifle's otherwise-missing palm rest. Like the game's M200 Intervention, the WA 2000 can deploy its integrated bipod through use of a barrel attachment. The &amp;quot;30&amp;quot; Flintline&amp;quot; barrel gives the rifle the second generation WA 2000 barrel length and flash hider, and likewise features a version with the bipod deployed. The deployed bipod is currently bugged, its unique model replaced with the game's Harris bipod. The rifle's scope comes in two variations, default having a flipped open lens cover (as in ''MW2''), while an unlockable version replaces this with a rubber eye piece (which provides a full-screen style view). As with all of the other default optics in the game, these can be equipped on other sniper rifles as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000, first version - .308 Winchester]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|none|450px|Walther WA 2000, second version]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigun1.jpg|thumb|none|600px|Holding the gun recently acquired from a Juggernaut. The Juggernaut has infinite ammunition. When the Minigun is picked up, however, it will always have 300 rounds.]]&lt;br /&gt;
[[File:Mwiiminigun2.jpg|thumb|none|600px|Mid mantling with the gun, showing the grip assembly and label on the receiver. Somehow the tiny belt holds 300 rounds.]]&lt;br /&gt;
[[File:Mwiijugg1.jpg|thumb|none|600px|The Juggernaut with the Minigun. The belt is somewhat misaligned due to having physics.]]&lt;br /&gt;
[[File:Mwiijugg4.jpg|thumb|none|600px|Closeup of the muzzle. The laser module activates when &amp;quot;aiming&amp;quot; the gun.]]&lt;br /&gt;
[[File:Mwiijugg2.jpg|thumb|none|600px|Side view showing the grip assembly and feed. If the backpack of the Juggernaut is destroyed, several belts of ammunition will dangle out from it. The minigun will still operate, however.]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigunslotted.jpg|thumb|none|600px|The aforementioned minigun with slotted flash hider in the mission &amp;quot;Kill or Capture&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG. The &amp;quot;Icarus&amp;quot; name is likely derived from the manufacturer's original name &amp;quot;Ares;&amp;quot; as both are figures from Greek mythology.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment. It is also correctly depicted as a closed-bolt weapon, having no trigger delay compared to the open-bolt machine guns in the game.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. Originally, when equipping the RPK's unique bipod attachment (which simply deploys the bipod) the gun would also gain an unnecessary picatinny rail under the handguard (presumably due to being in the underbarrel slot, like foregrips), however this was fixed with the Season 3 Reloaded update.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG-6.8 style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG-6.8 (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
[[File:MG338 MWII idle.jpg|thumb|none|600px|The player character wielding his SIG MG 338 on the &amp;quot;Farm 18&amp;quot; map.]]&lt;br /&gt;
[[File:MG338 MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MG338 MWII inspect1.jpg|thumb|none|600px|Inspecting the MG 338 by popping the top cover open.]]&lt;br /&gt;
[[File:MG338 MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the machine gun.]]&lt;br /&gt;
[[File:MG338 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side.]]&lt;br /&gt;
[[File:MG338 MWII reload1.jpg|thumb|none|600px|Reloading the machine gun, first by racking the charging handle...]]&lt;br /&gt;
[[File:MG338 MWII reload2.jpg|thumb|none|600px|Flipping the feed tray to clear stray links.]]&lt;br /&gt;
[[File:MG338 MWII reload3.jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:MG338 MWII reload4.jpg|thumb|none|600px|Closing the top cover on the new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;, and is incorrectly depicted with an AUG A3's bolt release. It feeds by default from the same 60-round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however these seem to be non-STANAG/AUG-adapted as the magazines all don't have the cutout for the magazine catch to interface with. It can also equip a fictional non-STANAG polymer MAG5-100 as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
[[File:MWII AUG HBAR (1).jpg|thumb|none|600px|Charging the AUG HBAR in its equip animation.]]&lt;br /&gt;
[[File:MWII AUG HBAR (2).jpg|thumb|none|600px|The &amp;quot;HCR 56&amp;quot; in idle.]]&lt;br /&gt;
[[File:MWII AUG HBAR (3).jpg|thumb|none|600px|Reloading the D60-esque drum mag. Note the lack of the STANAG cutout for the magazine catch on the left hand side of the drum mag's tower.]]&lt;br /&gt;
[[File:MWII AUG HBAR (4).jpg|thumb|none|600px|By default, the operator thumps the bolt release on empty reloads. The 42-round mag reloads akin the standard AUG A3.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Having the underbarrel grenade launcher attached will replace the semi-auto firing mode with the grenade launcher mode if available. Picking up a weapon with a UBGL attached or switching to it in the campaign designates the grenade launcher as the &amp;quot;M203&amp;quot;, regardless of what model of grenade launcher actually is. The same applies to multiplayer, though it is referred to as &amp;quot;KL40-M2&amp;quot; (GP-25).&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;STRELA-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
[[File:Mwiicg1.jpg|thumb|none|600px|A Shadow Company soldier holds the Carl Gustaf at a Black site. The weapon has remained mostly the same since Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiicginsp2.jpg|thumb|none|600px|Inspecting the launcher reveals a reflex sight is also attached (though it is still unusable).]]&lt;br /&gt;
[[File:Mwiicg2.jpg|thumb|none|600px|Aiming down the scope, which is possibly inspired by the Aimpoint FCS13RE.]]&lt;br /&gt;
[[File:Mwiicgaiming.jpg|thumb|none|600px|A US soldier aims the launcher. The warhead seems more forward than in reality.]]&lt;br /&gt;
[[File:Mwiicg4.jpg|thumb|none|600px|Unlocking the rear.]]&lt;br /&gt;
[[File:Mwiicgreload3rd1.jpg|thumb|none|600px|Dumping a spent round.]]&lt;br /&gt;
[[File:Mwiicg6.jpg|thumb|none|600px|Loading a new 84mm round.]]&lt;br /&gt;
[[File:Mwiicgreload3rd2.jpg|thumb|none|600px|Ditto. Slightly off screen is the recently fired empty casing.]]&lt;br /&gt;
[[File:Mwiicg3.jpg|thumb|none|600px|Locking the latch.]]&lt;br /&gt;
[[File:Mwiicgempty.jpg|thumb|none|600px|No matter if the player character has ammo or not for the launcher, the inspect animation unfortunately remains the same. An unfired round is depicted even when the player is out of ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
[[File:Mwiijav1.jpg|thumb|none|600px|Holding the Javelin.]]&lt;br /&gt;
[[File:Mwiijav2.jpg|thumb|none|600px|Inspect animation.]]&lt;br /&gt;
[[File:Mwiijav5.jpg|thumb|none|600px|Using the lock-on system.]]&lt;br /&gt;
[[File:Mwiijav8.jpg|thumb|none|600px|Ditto, but third person perspective.]]&lt;br /&gt;
[[File:Mwiijav6.jpg|thumb|none|600px|&amp;quot;One away!&amp;quot;.]]&lt;br /&gt;
[[File:Mwiijav7.jpg|thumb|none|600px|'''''Muzzle loading''''' the Javelin. For some reason this was carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiijav3.jpg|thumb|none|600px|Once more using the Javelin as a very, very expensive melee weapon. This time on some piñatas.]]&lt;br /&gt;
[[File:Mwiijav4.jpg|thumb|none|600px|When swapping weapons, the operator will use the top carry handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L and SCAR-H, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
[[File:Mwiifn401.jpg|thumb|none|600px|Inspecting a SCAR-H with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn402.jpg|thumb|none|600px|Inspecting a SCAR-L with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn404.jpg|thumb|none|600px|Checking the 40 mike mike. This animation is used for regular and empty reloads due to not showing the warhead.]]&lt;br /&gt;
[[File:Mwiifn403.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiifn405.jpg|thumb|none|600px|After ejecting a spent casing.]]&lt;br /&gt;
[[File:Mwiifn406.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:Mwiifn40gldrill1.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK-103, AK-105, and Vepr-12, under the name &amp;quot;KL40-M2&amp;quot;.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
[[File:Mwiigp251.jpg|thumb|none|600px|Mounted on an AKM mockup.]]&lt;br /&gt;
[[File:Mwiigp252.jpg|thumb|none|600px|Left side of the launcher.]]&lt;br /&gt;
[[File:Mwiigp253.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiigp254.jpg|thumb|none|600px|Holding the GP-25 at the ready.]]&lt;br /&gt;
[[File:Mwiigp255.jpg|thumb|none|600px|Dropping a new VOG-25P into the launcher (though the grenade behaves like a normal VOG-25).]]&lt;br /&gt;
[[File:Mwiigp25drillcharge.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round, which is the 40x46mm model used on the other 40mm launchers instead of a 40x103mm caseless style round.]]&lt;br /&gt;
[[File:Mwiigp25akalt.jpg|thumb|none|600px|The GP-25 on a railed mounting.]]&lt;br /&gt;
[[File:Mwiigp25vepr.jpg|thumb|none|600px|Mounted under a railed Vepr(!).]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option for the &amp;quot;M4&amp;quot;, M16, MCX, &amp;quot;FTac Recon&amp;quot;, RM277, and SR-25, under the name &amp;quot;SPW 40mm&amp;quot;.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
[[File:Mwiilmt2031.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwiim2034.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiim2033.jpg|thumb|none|600px|Checking the round.]]&lt;br /&gt;
[[File:Mwiilmt2030.jpg|thumb|none|600px|Holding an M16 with the M203 at the ready. The leaf sight sadly isn't usable.]]&lt;br /&gt;
[[File:Mwiilmt2032.jpg|thumb|none|600px|Dumping the empty case.]]&lt;br /&gt;
[[File:Mwiim2036.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiilmt2035.jpg|thumb|none|600px|About to close the breach. Unlike the &amp;quot;Hightower 20&amp;quot; Barrel&amp;quot; giving the platform M16 heatshields when equipped with the M203, the platform sadly doesn't get a KAC mounting when using the &amp;quot;14&amp;quot; Carbine Shroud&amp;quot; with the M203. The launcher instead is just mounted on to the rail system.]]&lt;br /&gt;
[[File:Mwiilmt2034.jpg|thumb|none|600px|Loading a 40mm 'Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;, and is available for the AUG A3, HK91, HK93, and APC556.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
[[File:Mwiimadbull2.jpg|thumb|none|600px|Checking the XM203.]]&lt;br /&gt;
[[File:Mwiimadbull3.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiimadbull1.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiimadbull4.jpg|thumb|none|600px|After ejecting a round.]]&lt;br /&gt;
[[File:Mwiimadbullextra1.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiimadbull3rdp1.jpg|thumb|none|600px|The Madbull opened in 3rd person.]]&lt;br /&gt;
[[File:Mwiifiredrake40mmdrillcharge.jpg|thumb|none|600px|Inspecting a 40mm &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
[[File:Mwiimadbullextra2.jpg|thumb|none|600px|Unlike the M203/GP-25, the Madbull seems to mount on all barrel attachments for the weapons it is paired with no matter how short.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in Spec Ops, Warzone Battle Royale, DMZ and multiplayer it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980. It appears as a rare weapon during the Gun Game gamemode in multiplayer, although not available in other modes.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:Mwiimglprice.jpg|thumb|none|600px|Price with the Milkor MSGL on his back.]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat, Captain!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
[[File:MWII MSGL (1).jpg|thumb|none|600px|The MSGL in first person view.]]&lt;br /&gt;
[[File:Mwiimglextra2.jpg|thumb|none|600px|Inspecting the Milkor in DMZ, the weapon recently liberated from the DMZ boss Velikan.]]&lt;br /&gt;
[[File:Mwiimglextra3.jpg|thumb|none|600px|Inspecting the rounds. Note that even if you have fired all the rounds, the primers will still be unstruck.]]&lt;br /&gt;
[[File:MWII MSGL (2).jpg|thumb|none|600px|Lining up a shot on an AQ truck.]]&lt;br /&gt;
[[File:MWII MSGL (3).jpg|thumb|none|600px|Dumping out the MSGL's cylinder.]]&lt;br /&gt;
[[File:Mwiimglextra5.jpg|thumb|none|600px|Ditto. Note that regardless of how many rounds were fired, they all are depicted as empty cases.]]&lt;br /&gt;
[[File:Mwiimglreload2.jpg|thumb|none|600px|Winding in a new set of 40mm rounds with the XRK branded speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra1.jpg|thumb|none|600px|A better shot of the speedloader in third person.]]&lt;br /&gt;
[[File:Mwiimglextra4.jpg|thumb|none|600px|Tossing the empty speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra.jpg|thumb|none|600px|The end of the reload animation is slightly bugged - the cylinder will disappear for about two frames, revealing the modeled 40mm shells.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirpg71.jpg|thumb|none|600px|An AQ soldier holding the RPG-7 at the US Embassy in Al Mazrah.]]&lt;br /&gt;
[[File:Mwiirpg72.jpg|thumb|none|600px|Inspecting it.]]&lt;br /&gt;
[[File:Mwiirpg73.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:Mwiirpg7sights.jpg|thumb|none|600px|Iron sights. The front sight has a notch taken out of the middle for some reason.]]&lt;br /&gt;
[[File:Mwiiaqrpg71.jpg|thumb|none|600px|An AQ fighter aims the RPG-7. Note the correct grip, he has his left hand across his chest holding the rear grip and his right hand on the trigger grip.]]&lt;br /&gt;
[[File:Mwiirpg74.jpg|thumb|none|600px|Inserting a new PG-7V rocket. Prior to Season 3 Reloaded (as this is the case with this screenshot), the rocket was lacking the booster charges necessary for propelling it. For ''15'' years since the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'', none of games featured the booster on their renditions of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirp7warheadupdate.jpg|thumb|none|600px|Inserting the updated PG-7V rocket with a green booster screwed on. In the background is the new &amp;quot;Alboran Hatchery&amp;quot; map.]]&lt;br /&gt;
[[File:Mwiirpg75.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
[[File:Mwiirpg76.jpg|thumb|none|600px|Inspecting the empty RPG, hammer uncocked.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the dubious ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
[[File:Mwii9k3331.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:Mwii9k3332.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwii9k3333.jpg|thumb|none|600px|Top/right.]]&lt;br /&gt;
[[File:Mwii9k3334.jpg|thumb|none|600px|Aiming down the scope. The white box in the middle turns red when a target is locked.]]&lt;br /&gt;
[[File:Mwii9k3337.jpg|thumb|none|600px|Also aiming. The head of the missile is visible here.]]&lt;br /&gt;
[[File:Mwii9k3338.jpg|thumb|none|600px|About to load a new missile. The length of the missile extends way past the top of the image.]]&lt;br /&gt;
[[File:Mwii9k3336.jpg|thumb|none|600px|Giving the end a final push down.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with ''Modern Warfare'', the &amp;quot;Flash Grenade&amp;quot; in the game is a [[Model 7290 flashbang grenade]]. Many of the playable operators are depicted with this grenade, either in a pouch or hanging from their webbing with elastic bands attached. Picking up the flashbang in the campaign incorrectly dubs it as the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;. Toggling the &amp;quot;Inverted Flash&amp;quot; option on in the game's settings will make the screen go black when flashed, as opposed to white in its original function.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:Mwiiflashgrenadeloadout.jpg|thumb|none|600px|The Flashbang in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiflashbang1.jpg|thumb|none|600px|The player character about to remove the safety pin with his thumb.]]&lt;br /&gt;
[[File:Mwiiflashbang2.jpg|thumb|none|600px|Removed.]]&lt;br /&gt;
[[File:Mwiiflashbang3.jpg|thumb|none|600px|Holding the grenade at the ready, clasping the spoon. These animations are shared for almost all of the &amp;quot;tactical grenades&amp;quot;, save for the Shock Stick and Snapshot Grenade.]]&lt;br /&gt;
[[File:Mwiiflashoperator1.jpg|thumb|none|600px|Operator Horangi with two grenades on his person.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
Using the same model as with the previous installment, a modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:Mwiicsgasloadout.jpg|thumb|none|600px|The Gas Grenade in the loadout screen.]]&lt;br /&gt;
[[File:Mwiigasgrenade1.jpg|thumb|none|600px|Holding the Mk.V.]]&lt;br /&gt;
[[File:Mwiigasgrenade2.jpg|thumb|none|600px|Flicking the pin out.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
A retextured version of the [[M18 smoke grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. As before, it is used to mark locations for some killstreaks/scorestreaks.&lt;br /&gt;
&lt;br /&gt;
Of note is that a correctly textured M18 smoke grenade is seen on the default skin of operator Fender.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:Mwiim18smokeloadout.jpg|thumb|none|600px|The M18 Smoke Grenade in the loadout screen. Note the Norwegian markings and unusual grey color scheme.]]&lt;br /&gt;
[[File:Mwiim181.jpg|thumb|none|600px|Mid animation of flicking the pin out.]]&lt;br /&gt;
[[File:Mwiim183.jpg|thumb|none|600px|Clasping the spoon.]]&lt;br /&gt;
[[File:Mwiim18carepackage.jpg|thumb|none|600px|A red M18 deployed for a care package.]]&lt;br /&gt;
[[File:Mwiigromskothehungerm18smoke.jpg|thumb|none|600px|Several green cased M18 smoke grenades on Gromsko's &amp;quot;The Hunger&amp;quot; skin webbing.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A fictionalized [[M67 Hand Grenade]] with a different fuse design is featured in the game as the &amp;quot;Frag Grenade&amp;quot;. Picking up the frag grenade in the campaign refers to it as &amp;quot;M67 Frag&amp;quot;.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:Mwiim67loadout.jpg|thumb|none|600px|The M67 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiim671alt.jpg|thumb|none|600px|&amp;quot;When the pin is pulled, Mr. Grenade is not our friend.&amp;quot;]]&lt;br /&gt;
[[File:Mwiim672.jpg|thumb|none|600px|The striker doesn't appear to be in the fired position, an issue carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiiammobox.jpg|thumb|none|600px|The &amp;quot;Munitions Box&amp;quot; &amp;quot;Field Upgrade&amp;quot; returns from Modern Warfare 2019, with six of the grenades in it.]]&lt;br /&gt;
[[File:Mwiilunam67.jpg|thumb|none|600px|Operator Luna with the grenade on her chest rig.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
A fictionalized [[M18A1 Claymore]] using tripod legs instead of fold-open scissor-legs is featured in the game as the &amp;quot;Claymore&amp;quot;, once again using laser tripwire detonators.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:Mwiim18explosive1.jpg|thumb|none|600px|Holding the Claymore.]]&lt;br /&gt;
[[File:Mwiiclaymore3.jpg|thumb|none|600px|The Claymore deployed. The &amp;quot;Front Toward Enemy&amp;quot; text is duplicated on either side.]]&lt;br /&gt;
[[File:Mwiiclaymore4.jpg|thumb|none|600px|Closeup of the text on the back.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
[[File:M7SpiderMCUwith3MGL.jpg|thumb|none|300px|M7 Spider MCU with 3 MGLs]]&lt;br /&gt;
[[File:Mwiiclusterminekillstreak.jpg|thumb|none|600px|The &amp;quot;Cluster Mine&amp;quot; in the killstreak screen.]]&lt;br /&gt;
[[File:Mwiiclustermine1.jpg|thumb|none|600px|The &amp;quot;Burger Town Operator&amp;quot; holds the mine.]]&lt;br /&gt;
[[File:Mwiiclustermine2.jpg|thumb|none|600px|The base of the mine after deploying it's explosive disks. The main unit also explodes when triggered.]]&lt;br /&gt;
[[File:Mwiiclustermine3.jpg|thumb|none|600px|One of the four explosive disks which somehow landed on the pen tray.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The same fictionalized depiction of the [[M84 stun grenade]] from the previous ''Modern Warfare'' installment is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:Mwiistungrenadeloadout.jpg|thumb|none|600px|The M84 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiconcussion2.jpg|thumb|none|600px|Mid-pull of the pin.]]&lt;br /&gt;
[[File:Mwiiconcussion3.jpg|thumb|none|600px|Holding it at the ready, spoon compressed.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;Proximity Mine&amp;quot; returns in ''MWII'' with an a similar albeit altered look from the first game. It resembles less of its real-life counterparts as with ''MW19''. It is accurately described as a &amp;quot;proximity-triggered explosive&amp;quot;, as opposed to a &amp;quot;pressure-triggered&amp;quot; explosive in the previous installment.&lt;br /&gt;
[[File:Mwiiproxymineloadout.jpg|thumb|none|600px|The &amp;quot;Proxy Mine&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiibouncingbetty1.jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The &amp;quot;Thermite&amp;quot; grenade returns from ''MW19'', under a slightly altered model and new texture. They function exactly how they were in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiithermiteloadout.jpg|thumb|none|600px|The &amp;quot;Thermite&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiithermite.jpg|thumb|none|600px|Holding the &amp;quot;Thermite&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire==&lt;br /&gt;
Just like Modern Warfare 2019, the AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter and a slightly fictionalized Hellfire is also a part of the &amp;quot;Cruise Missile&amp;quot; killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. These also appear to be mounted on the wing tips of the &amp;quot;Gunship&amp;quot; killstreak, which might explain the steerable 105mm rounds.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Mwiihellfireapache.jpg|thumb|none|600px|An Apache in multiplayer armed with the same configuration as above.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:Mwiiltvrender.jpg|thumb|none|600px|An official render of the &amp;quot;LTV&amp;quot; L-ATV inspired vehicle with an M2.]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MRAP inspired M2 turret. Note the machine gun crosshair, still in use for [[Call of Duty (2003)|nineteen years]] and counting.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2b.jpg|thumb|none|600px|The weapon mounted on a Kortac M2A4 Bradley, which has returned from Modern Warfare 2019 under the new name &amp;quot;Light Tank&amp;quot;.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2a.jpg|thumb|none|600px|Other side of the gun, mounted on a Specgru Bradley. Note that unlike in MW2019, the differences between the two faction's Bradleys is purely the default camo.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
What appears to be fictionalized [[M242 Bushmaster chaingun]]s are mounted and used on the M2A4 Bradley IFV/&amp;quot;Light Tank&amp;quot; armored vehicles. The model is carried over from Modern Warfare 2019 and description of the prior vehicle states that the cannon is chambered in 30mm. The &amp;quot;APC&amp;quot; (which appears to be a Boxer APC with the Stryker 30mm turret) also appears to mount the M242 Chaingun, chambered in 30mm.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:Mwiilighttankrender.jpg|thumb|none|600px|Render of the Bradley &amp;quot;Light Tank&amp;quot;.]]&lt;br /&gt;
[[File:Mwiiifvautocannon1.jpg|thumb|none|600px|The Bradley autocannon up close.]]&lt;br /&gt;
[[File:Mwiiapcrender.jpg|thumb|none|600px|Render of the Boxer APC with Stryker turret.]]&lt;br /&gt;
[[File:Mwiiapcautocannon1.jpg|thumb|none|600px|The Boxer autocannon up close in Ground War.]]&lt;br /&gt;
[[File:Mwiiboxerapccampaign.jpg|thumb|none|600px|A higher definition model of the Boxer used during campaign.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava Mk.4 - CV90 &amp;quot;frankentank&amp;quot;.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiim240bsentry2.jpg|thumb|none|600px|The Sentry Gun.]]&lt;br /&gt;
[[File:Mwiim240bsentry1.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:Mwiisentrym240b6.jpg|thumb|none|600px|Closeup of the non-standard muzzle brake.]]&lt;br /&gt;
[[File:Mwiim240sentrygun3.jpg|thumb|none|600px|Closeup of the ammo box.]]&lt;br /&gt;
[[File:Mwiiheavytankrender.jpg|thumb|none|600px|An official render of the Merkava &amp;quot;Heavy Tank&amp;quot; with the M240B mounted on top.]]&lt;br /&gt;
[[File:Mwiim240merkava1.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiim240merkava2.jpg|thumb|none|600px|Rear view.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed fictional twin barrel [[M197 Vulcan]] turret, to fulfill the series' proud lineage of VTOL jets with swiveling gun turrets that hover around a vicinity and engage infantry targets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:Mwiivtol1.jpg|thumb|none|600px|The twin-barrel M197 Vulcan mounted one the underside of the stylized AV-8B.]]&lt;br /&gt;
[[File:Mwiivtol4.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiivtol3.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D/E Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s, with some apparently having two at the same time. The double-M230 Apaches appear in &amp;quot;Kill or Capture&amp;quot; and &amp;quot;Ghost Team.&amp;quot;&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently sports TWO M230 autocannons though the more forward one is functioning as if it was an M134 Minigun.]]&lt;br /&gt;
[[File:Mwiiah64dualautocannoncaptureorkill.jpg|thumb|none|600px|A closeup of the same double autocannoned AH-64 model in the mission &amp;quot;Kill or Capture&amp;quot;.]]&lt;br /&gt;
[[File:Mwiichoppergunner1.jpg|thumb|none|600px|An Apache in multiplayer armed with a standard single M230.]]&lt;br /&gt;
[[File:Mwiichoppergunner3.jpg|thumb|none|600px|Right side of the gun.]]&lt;br /&gt;
[[File:Mwiichoppergunner2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The returning psudo-AC-130 &amp;quot;Gunship&amp;quot; also mounts the [[M102 Howitzer|M102 105mm howitzer]]. This gun appears prominently in the pre-rendered cutscenes of the interior of the gunship in the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Mwiigunship3.jpg|thumb|none|600px|Closeup of the M102 on the gunship's exterior.]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the Wheelsons in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiiwheelston1.jpg|thumb|none|600px|The Wheelson.]]&lt;br /&gt;
[[File:Mwiiwheelston2.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiiwheelston3.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Mk44 Bushmaster GAU-23/A==&lt;br /&gt;
The &amp;quot;Gunship&amp;quot;'s AC-130J-based loadout includes the Mk44 Bushmaster 30mm GAU-23/A gun. It functions akin the Bofors 40mm seen previously.&lt;br /&gt;
[[File:Mwiigunship1.jpg|thumb|none|600px|The Gunship in Multiplayer. Also much like Modern Warfare 2019, there is no 25mm gun on the exterior, despite the GAU-12/U being usable in gameplay.]]&lt;br /&gt;
[[File:Mwiibofors40mm1.jpg|thumb|none|600px|Closeup of the GAU-23/A.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
[[File:Mwiioverwatchheli1.jpg|thumb|none|600px|The &amp;quot;Overwatch Helo&amp;quot; killstreak.]]&lt;br /&gt;
[[File:Mwiioverwatchheli2.jpg|thumb|none|600px|Right side of the Yak-B.]]&lt;br /&gt;
[[File:Mwiioverwatchheli3.jpg|thumb|none|600px|Left side of the gun.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2. It is unlocked by completing the unlock challenge or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
[[File:MW22 Crossbow 1.jpg|thumb|none|600px|The crossbow in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiicrossbow1.jpg|thumb|none|600px|Operator &amp;quot;Zeus&amp;quot; holds a crossbow in a medieval exhibit.]]&lt;br /&gt;
[[File:Mwiicrossbow5.jpg|thumb|none|600px|Right side of the crossbow.]]&lt;br /&gt;
[[File:Mwiicrossbow2.jpg|thumb|none|600px|Aiming down the sight. The front sight has a glass hosing for some reason.]]&lt;br /&gt;
[[File:Mwiicrossbow3.jpg|thumb|none|600px|Pulling the string back.]]&lt;br /&gt;
[[File:Mwiicrossbow4.jpg|thumb|none|600px|Inserting a new bolt.]]&lt;br /&gt;
[[File:Mwiicrossbow6.jpg|thumb|none|600px|Inspecting the bolt. When the player has no more bolts, the character will tug on the string a few times.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] appears on Gus' skin &amp;quot;El Santo&amp;quot; in the shoulder holster. It uses the &amp;quot;Renetti&amp;quot; model from ''Modern Warfare'' with the &amp;quot;Veins of Gold&amp;quot; blueprint grips. It appears to be missing the hammer, however.&lt;br /&gt;
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mwiielsantom9a31.jpg|thumb|none|600px|Gus with the M9A3 in the Operator screen.]]&lt;br /&gt;
[[File:Mwiielsantom9a32.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C / Arsenal Firearms Strike One hybrid==&lt;br /&gt;
A hybrid pistol appears on Ghost's &amp;quot;Gilded Reaper&amp;quot; skin. It is actually one of the blueprints of the &amp;quot;X16&amp;quot; (Glock 21) from ''Modern Warfare'', which has an [[Arsenal Firearms Strike One]]-style frame combined with the &amp;quot;Singuard Arms Featherweight&amp;quot; barrel, the latter consisting of a [[Glock 18C]]'s slide with custom cutouts on the side.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Gilded X16.jpg|thumb|none|600px|The X16 pistol on Ghost's Gilded Reaper chest holster. It is hard to view with his M4 normally in the way.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in the &amp;quot;Ghosting Everyone&amp;quot; loading screen.&lt;br /&gt;
&lt;br /&gt;
Additionally, a Kimber is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
[[File:Mwii1911cartelbelt.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
Two unusable STI 2011 pistols resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot; outside the fish hatchery. It uses the model of the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011a.jpg|thumb|none|600px|Both pistols are placed the exact same way on the exact same table model.]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011b.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX==&lt;br /&gt;
''Modern Warfare''’s [[SIG-Sauer P320|SIG-Sauer P320 RX]] is seen on &amp;quot;The Technician&amp;quot; skin of operator Hutch, fitted with the &amp;quot;A9-16 Lightweight&amp;quot; custom slide.&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX - 9x19mm]]&lt;br /&gt;
[[File:MWII Technician P320.jpg|thumb|none|600px|The blue tech-ey looking P320 on Hutch's chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A [[FAMAS F1]] is seen in the &amp;quot;Wading&amp;quot; loading screen.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIFAMASloadingscreen1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
==Taser X26==&lt;br /&gt;
Kyle Garrick is seen with an [[X26 Taser]] in the Countdown mission, similar to the CTSFO outfit from the prior game. This uniform is also available in Season 3, named &amp;quot;Takedown.&amp;quot;&lt;br /&gt;
[[File:Taser X26P yellow.jpg|thumb|none|350px|Taser X26P]]&lt;br /&gt;
[[File:MWII Taser X26.jpg|thumb|none|600px|Garrick and US Marines riding a RHIB boat down the Chicago river.]]&lt;br /&gt;
[[File:Mwiigazoperatortaser.jpg|thumb|none|600px|The Taser on his chest rig in the Operator screen.]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Some operators have the [[AN/M14 incendiary grenade]] on their webbing. It isn't usable in-game nor are any NPCs depicted using it.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|140px|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Mwiiincendiary3.jpg|thumb|none|600px|Ghost with the grenade on his &amp;quot;Night War&amp;quot; skin (from the campaign mission &amp;quot;Kill or Capture&amp;quot;).]]&lt;br /&gt;
[[File:Mwiiincendiary4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
[[File:Mwiiincendiary1.jpg|thumb|none|600px|A US Marine with the grenade on his rig.]]&lt;br /&gt;
[[File:Mwiiincendiary2.jpg|thumb|none|600px|Closeup of the text.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade==&lt;br /&gt;
An [[RGD-5 hand grenade]] is seen on Enzo Reyes' &amp;quot;Snack&amp;quot; skin, as well as on Zero's &amp;quot;Dry Heat&amp;quot; and &amp;quot;Night Heat&amp;quot; skins.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|150px|RGD-5 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:MWII RGD-5.jpg|thumb|none|600px|Closeup of Zero's pouch line, including the RGD-5.]]&lt;br /&gt;
&lt;br /&gt;
==RGN fragmentation grenade==&lt;br /&gt;
An [[RGN]] fragmentation grenade is seen on Kleopatros Gavras's &amp;quot;Hustle&amp;quot; skin.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|150px|RGN fragmentation grenade]]&lt;br /&gt;
[[File:MWII RGN.jpg|thumb|none|600px|The RGN on Kleo's Hustle outfit, seen here under her right hand.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by cartel members in &amp;quot;Recon by Fire&amp;quot; if the player is spotted during the hatchery sniping section. These appear to be the same ones from MW2019.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:Mwiimortar1.jpg|thumb|none|600px|Gaz sights up a cartel mortar crew.]]&lt;br /&gt;
[[File:Mwiimortar2.jpg|thumb|none|600px|Front of the mortar.]]&lt;br /&gt;
[[File:Mwiimortar3.jpg|thumb|none|600px|Back of another, next to its recently departed operator.]]&lt;br /&gt;
[[File:Mwiimortar4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1591400</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1591400"/>
		<updated>2023-07-16T19:20:12Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* The remaining DLC weapons found in a datamine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Extraneous Images=&lt;br /&gt;
For images from the main article that are unnecessary but probably still noteworthy enough to be kept here.&lt;br /&gt;
&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview. Prior to the Season One update, it is not possible to preview the weapon's 3D model akin to previous games, so a workaround was used to preview most of the weapons this way.]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the bugged gunsmith preview screen.]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the bugged gunsmith preview screen.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:MW22 SCAR 17S.jpg|thumb|none|600px|The SSR lookalike in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the old gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text was really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle. This was later fixed, now the barrel is labeled as a 17.5.]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI Optical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is based on the Hensoldt ZO 4x30i scope.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Leupold Mark 6===&lt;br /&gt;
A stylized Leupold Mark 6 appears as the &amp;quot;Luca Field-6&amp;quot;, added alongside the SR-25 (&amp;quot;Tempus Torrent&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized SureFire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a SureFire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
&lt;br /&gt;
===SureFire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the SureFire MAG5-60.&lt;br /&gt;
&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E. Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of SureFire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTac Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTac Grimline Laser&amp;quot; is a stylized B.E. Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XTEN Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;XTEN Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though it's used by Kyle Garrick and Rodolfo Parra while they are NPCs. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With the Tempus Torrent(SR25) now in MWII we got another gun that will overlap besides the M16 and the MP5. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 25 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;br /&gt;
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated &amp;quot;M16A3&amp;quot; or was colloquially marketed as such). Plus, it isn't a goof to see &amp;quot;M16A2&amp;quot; and &amp;quot;Auto&amp;quot; markings simultaneously, since M16A3s manufactured by Colt have been marked &amp;quot;M16A2&amp;quot; on the receiver (while other manufacturers like FN apparently did use &amp;quot;M16A3&amp;quot; markings). Now, if the devs later decide to fix the &amp;quot;Auto&amp;quot; marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)&lt;br /&gt;
::I changed the section's title to &amp;quot;Colt Model 901&amp;quot; to prevent confusion, in case the M16A3 designation turns out not to be really the proper one  for this version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]])&lt;br /&gt;
&lt;br /&gt;
== HK Machinegun variants ==&lt;br /&gt;
&lt;br /&gt;
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slimeline Pro is possibly a SM26013 ==&lt;br /&gt;
&lt;br /&gt;
This is possibly the closest thing I can find&lt;br /&gt;
&lt;br /&gt;
https://www.midwayusa.com/product/1020040977&lt;br /&gt;
&lt;br /&gt;
I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FA-MAS in loading screens==&lt;br /&gt;
Might be worth adding to the unusable weapons list, the &amp;quot;Triple Threat&amp;quot; and &amp;quot;Wading&amp;quot; loading screens feature the rifle, the former with the newer low rail and the latter with the classic carry handle. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 08:17, 23 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==9mm M4 in the current Shoot The Ship playlist tile==&lt;br /&gt;
Probably the MW19 model, just figured I'd mention it's there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:50, 2 March 2023 (UTC)&lt;br /&gt;
:[[File:MWII Ship PCC .jpg|none|600px|]] Here it is, not sure why you don't just get a screencap of it yourself. Anyway, it has a Mlok rail and distinct PEQ and red dot, looks like it's made for the artwork and isn't the previous game's model. The CoD wiki also has those loading images with the FAMASs mentioned above.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:24, 2 March 2023 (UTC)&lt;br /&gt;
::Speaking of unusable weapons, there's a picture of Los Vaqueros members carrying some rifles in [https://www.youtube.com/watch?v=vvW_09jamfc&amp;amp;t=163s the intro cutscene] of Prison Break. At first glance, they seemed to me like DDM4s, judging by the stock on the rifle on the left. But then again, we can't see much details, so it may or may not be one of the in-game weapons with a buttstock attachment, I'm not sure. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:13, 18 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remaining upcoming DLC weapons have been datamined ==&lt;br /&gt;
&lt;br /&gt;
iw9_me_sword02 - another kind of sword&lt;br /&gt;
&lt;br /&gt;
iw9_br_ngsierra - MCX Spear(from the NGSW acronym)&lt;br /&gt;
&lt;br /&gt;
iw9_sn_india - M200 Intervention&lt;br /&gt;
&lt;br /&gt;
iw9_pi_tango9 - Tec-9&lt;br /&gt;
&lt;br /&gt;
iw9_ar_helima - Springfield Hellion&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie45 - APC 45&lt;br /&gt;
&lt;br /&gt;
iw9_sh_tsierra - Tavor TS12&lt;br /&gt;
&lt;br /&gt;
iw9_sn_walpha - WA 2000&lt;br /&gt;
&lt;br /&gt;
iw9_pi_mike2011 - Staccato 2011(already appears in the campaign)&lt;br /&gt;
&lt;br /&gt;
iw9_ar_malima - Malyuk&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie9 - APC 9&lt;br /&gt;
&lt;br /&gt;
iw9_me_kamas - Kamas(Japanese sickles)&lt;br /&gt;
&lt;br /&gt;
iw9_me_kalisticks- Kali Sticks&lt;br /&gt;
&lt;br /&gt;
What are your thoughts? --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:47, 28 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! Assuming this is the full list, there's definitely some stuff I would have liked to see that's apparently not coming back from MW19 (G36, SG 550, L85, FAL, FA-MAS, M9, PM especially). But more positively I'm happy about the M1911 (well, 2011) and it's neat to see the Hellion/VHS-2 showing up in the roster, it's such a cool rifle. It's amusing to see the M200 and WA 2000 as MW2 throwbacks, but not getting the also-MW2 F2000, or especially the FAL when we finally have a battle rifle category is just criminal. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:17, 28 March 2023 (UTC)&lt;br /&gt;
::Looking forward to the VHS in particular, I love that gun. Would be nice if it comes with the flip-up sights the real Hellion is sold with - hell, at this point I'd even take it having the same sights as the M4 - but realistically it's gonna just be the G36-style irons it has in everything else. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 07:44, 28 March 2023 (UTC)&lt;br /&gt;
:::BTW the Uzi(coming in S3), the Minimi(same Bruen Mk9 from MW19, which will be called &amp;quot;Serval&amp;quot; in MWII) and the FAMAS(which seems to have 2 separate versions, probably as full auto/semi and burst only) are in the files too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 02:39, 29 March 2023 (UTC)&lt;br /&gt;
::::Oh good, those three/four I would love to see. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 07:14, 29 March 2023 (UTC)&lt;br /&gt;
:::::Season 3 teaser dropped today, showcasing the FJX Imperium (Intervention). Interestingly, it is shown to be chambered in &amp;quot;6.8 Wrath&amp;quot;, which sounds an awful lot like 6.8 FURY, used in the MCX SPEAR/XM7. Probably not intentional, but curious nevertheless. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:04, 3 April 2023 (UTC)&lt;br /&gt;
::::::&amp;quot;6.8 Wrath&amp;quot; is most definitely intended to be .277 Fury / 6.8x51mm, I just wish all the fake gun names were this on the nose about it. And there really wouldn't be any reason to rechamber the M200 in this cartridge if we weren't also getting the Spear, so that'll definitely come too. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:30, 3 April 2023 (UTC)&lt;br /&gt;
:::::::Well... the S3 content has been officially revealed today. The cool thing is that it does include an NGSW rifle, but kinda disappointingly it's not the SPEAR, but the RM277. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:31, 6 April 2023 (UTC)&lt;br /&gt;
::::::::Neat. It may not fit into the existing platform, but I do think it's the most interesting of the three program rifles. On another note, the main blog also mentions another full-auto pistol mid-season (in addition to the TEC-9), which is described as &amp;quot;high-calibre&amp;quot; and &amp;quot;modified to full-auto&amp;quot;. Maybe the 2011? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:34, 6 April 2023 (UTC)&lt;br /&gt;
::::::::: The &amp;quot;high-calibre&amp;quot; and &amp;quot;modded to full-auto&amp;quot; seems to refer to the full-auto Desert Eagle, the &amp;quot;GS Magna&amp;quot;, that was accidentally revealed in a Japanese announcement. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:22, 3 May 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EBR-14 ==&lt;br /&gt;
&lt;br /&gt;
So for this thing, which characteristic takes precedence - the receiver selector or the default barrel length?&lt;br /&gt;
[[File:MWII EBR-14 Reciever.jpg|none|600px]]&lt;br /&gt;
Here's what the right side of the receiver looks like, it's the same for both variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 03:27, 3 April 2023 (UTC)&lt;br /&gt;
:I remember a similar situation that happened in the past on one of the Ghost Recon pages, and a user who's knowledgeable on the M14 series stated that the presence of a select-fire lever rules out the M14 EBR-RI identification - and I agree with this; the selector is more important. Consequently, it's gotta be IDed either as a Mk 14 Mod 0 EBR with a long barrel, or as an M14 with a Sage chassis &amp;lt;s&amp;gt;and a Mk 14 gas system&amp;lt;/s&amp;gt;. I'd go with the former, especially that the in-game gun can be modified with a Mk 14-length barrel (now, the selector is fictionalized, but still). -[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 3 April 2023 (UTC)&lt;br /&gt;
::Ok. I'll keep the EBR-RI image there though as that at least is the default barrel.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 02:47, 10 April 2023 (UTC)&lt;br /&gt;
:::Actually, per the comment that I just added on BF2042's talk page, it turns out that the M14 w/ Sage chassis image that we currently have on IMFDB has a longer handguard (the gas system is the same on the M14 and Mk 14), but the chassis is actually available in the same shorter length as the Mk 14. As such, I guess that it would be more appropriate to identify the &amp;quot;EBR-14&amp;quot; as an M14 with a Sage chassis (I'll upload an appropriate reference image in a while). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:17, 26 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should these be ignored or added? ==&lt;br /&gt;
&lt;br /&gt;
On a few maps (including Al Mazrah), there are destroyed M1A2 TUSK Abrams models. They have ports for M240C guns but no actual guns in them.&lt;br /&gt;
[[File:Mwiidestroyedabrams1.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiidestroyedabrams2.jpg|none|400px|]]&lt;br /&gt;
Also, only on the MP map Taraq (doesn't appear in Warzone/Ground War versions of this map or anywhere else) there is a T-55 AM-2 model from MW2019. The machinegun port has a cover over it. &lt;br /&gt;
[[File:Mwiit551.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiit552.jpg|none|400px|]]&lt;br /&gt;
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 08:46, 19 April 2023 (UTC)&lt;br /&gt;
:I'd say no since the guns both aren't visible and since the tanks are static and are never seen using the coaxial MGs.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:53, 19 April 2023 (UTC)&lt;br /&gt;
::They should. Guns being integrally fitted to a vehicle (where they can't be seen directly) are still known/understood to be present; their main cannons are guns as well and will also have their own designation (which I don't know off the top of my head). Same way if we had, say, an early-model Spitfire in a WWII game that wasn't seen to fire its Brownings, they should still be listed because they're known to be there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:28, 19 April 2023 (UTC)&lt;br /&gt;
:::Yeah my thoughts too was based on previous pages where we would include weapons based on them being mounted on the real vehicles. &lt;br /&gt;
[[File:Mwiisemtex2.jpg|none|400px|]]&lt;br /&gt;
Also I noticed on other Call of Duty pages the Semtex Grenades were never added, so I'm wondering if they should be here or not since other fictional weapons were included. &lt;br /&gt;
[[File:Mwiishockstick2.jpg|none|400px|]]&lt;br /&gt;
In addition, the Shock Stick returned from BOII and still somewhat resembles the POMZ-2M anti-personnel mine. &lt;br /&gt;
[[File:Mwiidrillcharge2.jpg|none|400px|]]&lt;br /&gt;
The Drill Charge somewhat resembles the HHL-3 Hafthohlladung (and functions somewhat similarly).&lt;br /&gt;
[[File:Mwiidecoy2.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiisnapshot2.jpg|none|400px|]]&lt;br /&gt;
I'm unsure what the Decoy Grenade resembles nor Snapshot Grenade (though I heard the Snapshot was based on a toy).&lt;br /&gt;
&lt;br /&gt;
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 05:45, 20 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We already have a few things like this at the top of the top page (Drill Charge and Snapshot) alongside other miscellaneous stuff and optics, so that's probably the best place for these. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:32, 20 April 2023 (UTC)&lt;br /&gt;
::Ohh gotcha. So I'll add Semtex/Shock Stick there then. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:57, 21 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The remaining DLC weapons found in a datamine ==&lt;br /&gt;
&lt;br /&gt;
The shotgun coming in Season 4 Reloaded is the Tavor TS12. Besides the already known: Malyuk, APC 9, Kamas and STI 2011 the following weapons are also coming: falpha=FAMAS(burst), fecho=probably stands for Félin so a FAMAS(full auto), mkilo3=Minimi(the Bruen from MW19) and the ralpha=probably the Remington ACR. The WA 2000 seems to be removed. These are confirmed because they all got calling cards entries for the weapon masteries in the data. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:18, 17 June 2023 (UTC)&lt;br /&gt;
:Well that's good news, especially looking forward to the 2011 (to have it for itself, and to free up some P220 custom save slots), both FA-MASs, and the Minimi. It's interesting they're apparently making them two separate rifles, instead of having the Félin upper tied to a barrel attachment and the gun's fire modes be auto/burst (like the game's MP5), but maybe they'll be easier to balance that way. How certain are we that &amp;quot;ralpha&amp;quot; is the ACR? It seems odd the devs would go out of their way to make the APC556 (of all things) cosplay an ACR in a couple places, just to add the actual thing later on. Not that they ''couldn't'' do that lol. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:27, 18 June 2023 (UTC)&lt;br /&gt;
::yeah I taking some of those with a truckload of salt, the ACR seems unlikely as Alex said above. The Malyuk and FAMAS don't really fit the setting that much either.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:46, 18 June 2023 (UTC)&lt;br /&gt;
:FAMAS and Minimi have had their soundbanks in the game since the beta (they're just MW19's sounds) so not really sure if they actually are being added, or if miscellaneous foley from their sound sets are being reused on other guns. Then again, the 500 Magnum also reused the 357's sounds in the beta as well. &amp;quot;fecho&amp;quot; is the only one with new sounds. [[User:Fine cuisine|Fine cuisine]] ([[User talk:Fine cuisine|talk]]) 06:35, 13 July 2023 (UTC)&lt;br /&gt;
::The MCX Rattler was recently leaked, with a complete calling card, emblem, and weapon icon. This is very likely to be the &amp;quot;ralpha&amp;quot; rifle. Kind of a shame that we might get a redundant weapon that we can already effectively recreate with the &amp;quot;M13B&amp;quot;. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 19:20, 16 July 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581712</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581712"/>
		<updated>2023-06-01T23:55:31Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* AK-12 */ as of today, the AK-12 still has semi-auto. Dunno when DICE re-added it, if they even removed it in the first place.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine (modeled as a 30-rounder), or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 10-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it can switch between full-auto, semi-auto, and also a two-round burst. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both &amp;quot;Standard Issue&amp;quot; and subsonic), with options for a 20-round magazine in &amp;quot;Close Combat&amp;quot; ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 30 rounds of &amp;quot;Close Combat&amp;quot; ammunition (with options for a shortened 25-round magazine or 40-round drums of the same ammunition, or 20 round magazines of &amp;quot;Standard Issue&amp;quot; or subsonic ammo using the same length as the default model) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 30 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in &amp;quot;Standard Issue&amp;quot; ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 10-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker). It also features a 12-round extended magazine, or a 6-rounder in high power or armor-piercing.&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;, albeit using what appears to be 5.56x45mm NATO in 100-round boxes by default (extended 200-round belts can also be used). 7.62 ammunition can be equipped when using the &amp;quot;High-Power&amp;quot; or &amp;quot;Armor Piercing&amp;quot; ammunition options, both in 50-round belt boxes. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appears under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown.&lt;br /&gt;
&lt;br /&gt;
The V40 will be a usable gadget in Season 5: New Dawn.&lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581336</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581336"/>
		<updated>2023-05-29T16:30:01Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Saiga 12 */ oops, missed this earlier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine (modeled as a 30-rounder), or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 10-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it could switch between full-auto, semi-auto, and also a two-round burst - as of Update 4.1, it can no longer fire in semi-auto. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both &amp;quot;Standard Issue&amp;quot; and subsonic), with options for a 20-round magazine in &amp;quot;Close Combat&amp;quot; ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 30 rounds of &amp;quot;Close Combat&amp;quot; ammunition (with options for a shortened 25-round magazine or 40-round drums of the same ammunition, or 20 round magazines of &amp;quot;Standard Issue&amp;quot; or subsonic ammo using the same length as the default model) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 30 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in &amp;quot;Standard Issue&amp;quot; ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 10-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker). It also features a 12-round extended magazine, or a 6-rounder in high power or armor-piercing.&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;, albeit using what appears to be 5.56x45mm NATO in 100-round boxes by default (extended 200-round belts can also be used). 7.62 ammunition can be equipped when using the &amp;quot;High-Power&amp;quot; or &amp;quot;Armor Piercing&amp;quot; ammunition options, both in 50-round belt boxes. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appears under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown.&lt;br /&gt;
&lt;br /&gt;
The V40 will be a usable gadget in Season 5: New Dawn.&lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581335</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581335"/>
		<updated>2023-05-29T16:23:56Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Brügger &amp;amp; Thomet MP9-N */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine (modeled as a 30-rounder), or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it could switch between full-auto, semi-auto, and also a two-round burst - as of Update 4.1, it can no longer fire in semi-auto. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both &amp;quot;Standard Issue&amp;quot; and subsonic), with options for a 20-round magazine in &amp;quot;Close Combat&amp;quot; ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 30 rounds of &amp;quot;Close Combat&amp;quot; ammunition (with options for a shortened 25-round magazine or 40-round drums of the same ammunition, or 20 round magazines of &amp;quot;Standard Issue&amp;quot; or subsonic ammo using the same length as the default model) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 30 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in &amp;quot;Standard Issue&amp;quot; ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 10-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker). It also features a 12-round extended magazine, or a 6-rounder in high power or armor-piercing.&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;, albeit using what appears to be 5.56x45mm NATO in 100-round boxes by default (extended 200-round belts can also be used). 7.62 ammunition can be equipped when using the &amp;quot;High-Power&amp;quot; or &amp;quot;Armor Piercing&amp;quot; ammunition options, both in 50-round belt boxes. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appears under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown.&lt;br /&gt;
&lt;br /&gt;
The V40 will be a usable gadget in Season 5: New Dawn.&lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581264</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581264"/>
		<updated>2023-05-29T00:13:53Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* PKP Pecheneg Bullpup */ yes, I am the grammar police&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it could switch between full-auto, semi-auto, and also a two-round burst - as of Update 4.1, it can no longer fire in semi-auto. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both &amp;quot;Standard Issue&amp;quot; and subsonic), with options for a 20-round magazine in &amp;quot;Close Combat&amp;quot; ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 30 rounds of &amp;quot;Close Combat&amp;quot; ammunition (with options for a shortened 25-round magazine or 40-round drums of the same ammunition, or 20 round magazines of &amp;quot;Standard Issue&amp;quot; or subsonic ammo using the same length as the default model) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 30 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in &amp;quot;Standard Issue&amp;quot; ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 10-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker). It also features a 12-round extended magazine, or a 6-rounder in high power or armor-piercing.&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;, albeit using what appears to be 5.56x45mm NATO in 100-round boxes by default (extended 200-round belts can also be used). 7.62 ammunition can be equipped when using the &amp;quot;High-Power&amp;quot; or &amp;quot;Armor Piercing&amp;quot; ammunition options, both in 50-round belt boxes. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appears under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown.&lt;br /&gt;
&lt;br /&gt;
The V40 will be a usable gadget in Season 5: New Dawn.&lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581263</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581263"/>
		<updated>2023-05-29T00:08:45Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Machine Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it could switch between full-auto, semi-auto, and also a two-round burst - as of Update 4.1, it can no longer fire in semi-auto. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both &amp;quot;Standard Issue&amp;quot; and subsonic), with options for a 20-round magazine in &amp;quot;Close Combat&amp;quot; ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 30 rounds of &amp;quot;Close Combat&amp;quot; ammunition (with options for a shortened 25-round magazine or 40-round drums of the same ammunition, or 20 round magazines of &amp;quot;Standard Issue&amp;quot; or subsonic ammo using the same length as the default model) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 30 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in &amp;quot;Standard Issue&amp;quot; ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 10-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker). It also features a 12-round extended magazine, or a 6-rounder in high power or armor-piercing.&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;, albeit using what appears to be 5.56x45mm NATO in 100-round boxes by default (extended 200-round belts can also be used). 7.62 ammunition can be equipped when using the &amp;quot;High-Power&amp;quot; or &amp;quot;Armor Piercing&amp;quot; ammunition options, both in 50-round belt boxes. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown.&lt;br /&gt;
&lt;br /&gt;
The V40 will be a usable gadget in Season 5: New Dawn.&lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581262</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581262"/>
		<updated>2023-05-29T00:03:45Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Kel-Tec CMR-30 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it could switch between full-auto, semi-auto, and also a two-round burst - as of Update 4.1, it can no longer fire in semi-auto. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both &amp;quot;Standard Issue&amp;quot; and subsonic), with options for a 20-round magazine in &amp;quot;Close Combat&amp;quot; ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 30 rounds of &amp;quot;Close Combat&amp;quot; ammunition (with options for a shortened 25-round magazine or 40-round drums of the same ammunition, or 20 round magazines of &amp;quot;Standard Issue&amp;quot; or subsonic ammo using the same length as the default model) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 30 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in &amp;quot;Standard Issue&amp;quot; ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 10-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker). It also features a 12-round extended magazine, or a 6-rounder in high power or armor-piercing.&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown.&lt;br /&gt;
&lt;br /&gt;
The V40 will be a usable gadget in Season 5: New Dawn.&lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581261</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581261"/>
		<updated>2023-05-28T23:56:09Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* V40 Mini Grenade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it could switch between full-auto, semi-auto, and also a two-round burst - as of Update 4.1, it can no longer fire in semi-auto. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both &amp;quot;Standard Issue&amp;quot; and subsonic), with options for a 20-round magazine in &amp;quot;Close Combat&amp;quot; ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in &amp;quot;Standard Issue&amp;quot; ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 10-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker). It also features a 12-round extended magazine, or a 6-rounder in high power or armor-piercing.&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown.&lt;br /&gt;
&lt;br /&gt;
The V40 will be a usable gadget in Season 5: New Dawn.&lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581198</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581198"/>
		<updated>2023-05-28T15:34:54Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Sako TRG M10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it could switch between full-auto, semi-auto, and also a two-round burst - as of Update 4.1, it can no longer fire in semi-auto. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both &amp;quot;Standard Issue&amp;quot; and subsonic), with options for a 20-round magazine in &amp;quot;Close Combat&amp;quot; ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in &amp;quot;Standard Issue&amp;quot; ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 10-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker). It also features a 12-round extended magazine, or a 6-rounder in high power or armor-piercing.&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown. &lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581197</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581197"/>
		<updated>2023-05-28T15:34:21Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Sako TRG M10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it could switch between full-auto, semi-auto, and also a two-round burst - as of Update 4.1, it can no longer fire in semi-auto. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both &amp;quot;Standard Issue&amp;quot; and subsonic), with options for a 20-round magazine in &amp;quot;Close Combat&amp;quot; ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in &amp;quot;Standard Issue&amp;quot; ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 10-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker). The SWS-10 also features a 12-round extended magazine, or a 6-rounder in high power or armor-piercing.&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown. &lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581196</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581196"/>
		<updated>2023-05-28T15:32:26Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* DSR-Precision DSR-1 */  grammar moment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it could switch between full-auto, semi-auto, and also a two-round burst - as of Update 4.1, it can no longer fire in semi-auto. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both &amp;quot;Standard Issue&amp;quot; and subsonic), with options for a 20-round magazine in &amp;quot;Close Combat&amp;quot; ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 5-round high-power magazines by default, with a 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in &amp;quot;Standard Issue&amp;quot; ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 7-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker).&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown. &lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581195</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581195"/>
		<updated>2023-05-28T15:31:56Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* DSR-Precision DSR-1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it could switch between full-auto, semi-auto, and also a two-round burst - as of Update 4.1, it can no longer fire in semi-auto. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both &amp;quot;Standard Issue&amp;quot; and subsonic), with options for a 20-round magazine in &amp;quot;Close Combat&amp;quot; ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 5-round high-power magazines by default, with 5-round armor-piercing alternative, or 8-round or 12-round extended magazines in &amp;quot;Standard Issue&amp;quot; ammunition. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 7-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker).&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown. &lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581194</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581194"/>
		<updated>2023-05-28T15:24:28Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Daniel Defense DDM4 V7 PRO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it could switch between full-auto, semi-auto, and also a two-round burst - as of Update 4.1, it can no longer fire in semi-auto. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines (in both &amp;quot;Standard Issue&amp;quot; and subsonic), with options for a 20-round magazine in &amp;quot;Close Combat&amp;quot; ammunition (using the DD 32-round mag with a Magpul), as well as high power and armor piercing options that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 8-round magazines by default, and can use 5-round high-power, armor-piercing, or a 12-round extended magazine. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 7-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker).&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown. &lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581193</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581193"/>
		<updated>2023-05-28T15:20:17Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* AK-12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it could switch between full-auto, semi-auto, and also a two-round burst - as of Update 4.1, it can no longer fire in semi-auto. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines, with options for a 20-round magazine (using the DD 32-round mag with a Magpul), as well as subsonic, and high power and armor piercing that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 8-round magazines by default, and can use 5-round high-power, armor-piercing, or a 12-round extended magazine. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 7-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker).&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown. &lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581192</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581192"/>
		<updated>2023-05-28T15:12:03Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* &amp;quot;AC-42&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30-round magazine, with options for a 39-round extended magazine, 30-round subsonic and 21-round high power options. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the AC-42 does not feature the +1 chamber mechanic, which was likely intentionally done so every magazine is easily divisible by 3.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it can switch between full-auto, semi-auto, and also a two-round burst. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines, with options for a 20-round magazine (using the DD 32-round mag with a Magpul), as well as subsonic, and high power and armor piercing that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 8-round magazines by default, and can use 5-round high-power, armor-piercing, or a 12-round extended magazine. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 7-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker).&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown. &lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581189</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581189"/>
		<updated>2023-05-28T15:03:13Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Saiga 12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-gauge magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30 round magazine, with options for a 40-round magazine, and 20 round subsonic and high power option.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it can switch between full-auto, semi-auto, and also a two-round burst. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines, with options for a 20-round magazine (using the DD 32-round mag with a Magpul), as well as subsonic, and high power and armor piercing that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 8-round magazines by default, and can use 5-round high-power, armor-piercing, or a 12-round extended magazine. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 7-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker).&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown. &lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581187</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581187"/>
		<updated>2023-05-28T15:02:41Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Saiga 12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 8-round flechettes or slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-guage magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30 round magazine, with options for a 40-round magazine, and 20 round subsonic and high power option.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it can switch between full-auto, semi-auto, and also a two-round burst. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines, with options for a 20-round magazine (using the DD 32-round mag with a Magpul), as well as subsonic, and high power and armor piercing that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 8-round magazines by default, and can use 5-round high-power, armor-piercing, or a 12-round extended magazine. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 7-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker).&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown. &lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581185</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581185"/>
		<updated>2023-05-28T15:00:17Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* LWRC SMG-45 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 40 round magazines or .45 ACP in 20-rounders. It also has a 35 round magazine in &amp;quot;Close Combat&amp;quot; ammunition. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 5-round flechettes, 8-round slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-guage magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30 round magazine, with options for a 40-round magazine, and 20 round subsonic and high power option.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it can switch between full-auto, semi-auto, and also a two-round burst. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines, with options for a 20-round magazine (using the DD 32-round mag with a Magpul), as well as subsonic, and high power and armor piercing that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 8-round magazines by default, and can use 5-round high-power, armor-piercing, or a 12-round extended magazine. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 7-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker).&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown. &lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581184</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581184"/>
		<updated>2023-05-28T14:58:29Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Brügger &amp;amp; Thomet MP9-N */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 30-round magazine (with the model of a 15-rounder), with options for a 20-rounder (also with the same model), a 40-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 45 round magazines or .45 ACP in 20-rounders. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 5-round flechettes, 8-round slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-guage magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30 round magazine, with options for a 40-round magazine, and 20 round subsonic and high power option.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it can switch between full-auto, semi-auto, and also a two-round burst. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines, with options for a 20-round magazine (using the DD 32-round mag with a Magpul), as well as subsonic, and high power and armor piercing that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 8-round magazines by default, and can use 5-round high-power, armor-piercing, or a 12-round extended magazine. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 7-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker).&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown. &lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581183</id>
		<title>Battlefield 2042</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_2042&amp;diff=1581183"/>
		<updated>2023-05-28T14:50:36Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Glock 18 */  Don't know why we never updated this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Battlefield 2042''&lt;br /&gt;
|picture=BF2042 Cover.jpeg&lt;br /&gt;
|caption=Official Cover Art&lt;br /&gt;
|series=''[[Battlefield]]''&lt;br /&gt;
|date= November 19, 2021&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox Series X|S&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 2042''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the first entry to take place in a modern/near future setting since 2013's ''[[Battlefield 4]]''.&lt;br /&gt;
&lt;br /&gt;
A direct sequel to ''Battlefield 4'', the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves &amp;quot;Non-Patriated&amp;quot;, in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.&lt;br /&gt;
&lt;br /&gt;
'''''All-Out Warfare''''' is the regular mode similar to the multiplayer of previous ''Battlefield'' titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.&lt;br /&gt;
&lt;br /&gt;
'''''Portal''''' mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely ''[[Battlefield 1942]]'', ''[[Battlefield: Bad Company 2]]'' and ''[[Battlefield 3]]'', along with those from the rest of the game. Creation of custom &amp;quot;Portal&amp;quot; servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, ''Portal'' weapons are made available in the 2042 ''All-Out Warfare'' mode via assignments, starting with the M16 and M60E4. For the purposes of the wiki, these weapons, known as &amp;quot;Vault Weapons&amp;quot; are marked with (*).&lt;br /&gt;
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{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Before Update 3.2, ''Battlefield 2042'' went away from the class system of all previous ''Battlefield'' games, instead using a system called &amp;quot;Specialists&amp;quot;, who each have their own unique active and passive abilities, though they were still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and the second gadget, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities and gadgets. &lt;br /&gt;
&lt;br /&gt;
Update 3.2 brings back the class system, with the Assault, Engineer, Support, and Recon, while tying the Specialists to a rigid set of equipment based on class. However, unlike in previous games, the Engineer now specializes in light machine guns, and the Support now specializes in faster revives alongside the traditional ammunition support and specializes in submachine guns. Primary and secondary weapons are unrestricted like before, but their special gadget remains, with a unique class gadget (similar to how players carry Gas Masks in ''Battlefield 1'' and Fortification Tools in ''Battlefield V''), and class-specific gadgets are now restricted in a traditional way. With unrestricted primary and secondary weapons, each class has a specific Weapon Proficiency: Assault Specialists favor Assault Rifles with extra magazines, Engineer Specialists favor Light Machine Guns with pinpoint accuracy, Supports for Submachine Guns with faster deployment, and Recons favor Sniper Rifles with constant scope steadying. This makes 2042 in line with the returning factions in the ''Portal'' mode that use the old class system, with the precise classes available depending on their original game.&lt;br /&gt;
&lt;br /&gt;
Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types. &lt;br /&gt;
&lt;br /&gt;
Both the base 2042 modes and ''Portal'' weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the [[M1 Garand]] in ''[[Battlefield V]]''). &lt;br /&gt;
&lt;br /&gt;
A new “attachment plus” system allows weapons to be customized during gameplay, akin to the [[Crysis]] series or [[Warface]].&lt;br /&gt;
&lt;br /&gt;
=Battlefield 2042=&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Desert Eagle Mark XIX===&lt;br /&gt;
The [[Desert Eagle Mark XIX]] is set to appear in Season 5 as the &amp;quot;BFP .50&amp;quot;.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in the game as the &amp;quot;G57&amp;quot;, implying that 9 new models come out after the [[Glock 48]] in the coming years. It is depicted as a fourth-generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.&lt;br /&gt;
&lt;br /&gt;
Its alternate fire mode is a three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold &amp;quot;17 rounds&amp;quot;, not unlike the CZ 75 from ''Battlefield 4'' before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for (all underloaded compared to real life) a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. As of Season 2: Master of Arms, the magazine capacities have been updated to 17, 17, 27, and 35, respectively. When entirely out of ammo, the slide will remain locked back.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|350px|Glock 17 (4th Generation), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock18 BF2042menu.jpg|thumb|none|600px|The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release, and the grip texture; these elements coupled with the square slide edges, the finger grooves, and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.]]&lt;br /&gt;
[[File:BF2042 Portal G57 idle.jpg|thumb|none|600px|Boris wielding the Glock out in the scenic park in the park of the Songdo district on the &amp;quot;Kaleidoscope&amp;quot; level.]]&lt;br /&gt;
[[File:BF2042 Portal G57 irons.jpg|thumb|none|600px|Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.]]&lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 G1802.jpg|thumb|none|600px|A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.]]&lt;br /&gt;
[[File:BF42 G57 (2).jpg|thumb|none|600px|About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.]]&lt;br /&gt;
[[File:BF42 G57 (3).jpg|thumb|none|600px|Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec P50===&lt;br /&gt;
The [[Kel-Tec P50]] was added in Season 2: Master of Arms, as the &amp;quot;PF51&amp;quot;; this makes ''2042'' the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by &amp;quot;Gunther Firearms&amp;quot; and is apparently of German origin.&lt;br /&gt;
[[File:Kel-Tec P50.jpg|thumb|none|350px|Kel-Tec P50 - 5.7x28mm]]&lt;br /&gt;
[[File:BF42 PF51 (1).jpg|thumb|none|600px|The Kel-Tec P50 in-game.]]&lt;br /&gt;
[[File:BF42 PF51 (2).jpg|thumb|none|600px|Inspecting the P50.]]&lt;br /&gt;
[[File:BF42 PF51 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 PF51 (4).jpg|thumb|none|600px|Opening the top cover, revealing an opaque P90 magazine.]]&lt;br /&gt;
[[File:BF42 PF51 (5).jpg|thumb|none|600px|Removing the magazine. When empty, it correctly shows no bullets.]]&lt;br /&gt;
[[File:BF42 PF51 (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 PF51 (7).jpg|thumb|none|600px|Racking the AR-like charging handle.]]&lt;br /&gt;
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===&amp;quot;NVK-P125&amp;quot;===&lt;br /&gt;
A fictional bullpup pistol dubbed the &amp;quot;NVK-P125&amp;quot; has been added with Season 3 as a sidearm.&lt;br /&gt;
[[File:BF42 NVK-P125 (1).jpg|thumb|none|600px|The &amp;quot;NVK-P125&amp;quot; bullpup pistol.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (2).jpg|thumb|none|600px|Close-up view on the Plus menu. Its markings indicate that it is chambered for the 5.7x28mm cartridge. Oddly, despite having a magazine about the same size as an [[FN Five-seveN]]'s (which can fit 20 of this cartridge), it holds only 13 rounds per magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (3).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (4).jpg|thumb|none|600px|Flicking out an empty magazine.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (5).jpg|thumb|none|600px|Inserting a new one. Note the black tip of the 5.7mm bullet; also note how the barrel somewhat oddly locks forward. While this would normally suggest a blow-forward design, the barrel doesn't reciprocate forwards when firing, so how this works isn't really clear.]]&lt;br /&gt;
[[File:BF42 NVK-P125 (6).jpg|thumb|none|600px|Pulling the charging handle; a few frames after this, the barrel slides back to meet the charging handle, and then they both go forwards into battery (with the barrel presumably picking up and chambering a round on the way back).]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P320 (in Flux Defense MP17 chassis)===&lt;br /&gt;
A [[SIG-Sauer P320]] in a Flux Defense MP17 chassis appears as the &amp;quot;MP28&amp;quot;. In the game's universe, the P320 pistol itself is called &amp;quot;M28&amp;quot; (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped. &lt;br /&gt;
[[File:Flux Defense MP17.jpg|thumb|none|450px|SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum]]&lt;br /&gt;
[[File:P320chassis BF2042menu.jpg|thumb|none|600px|The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.]]&lt;br /&gt;
[[File:BF42 MP17 (1).jpg|thumb|none|600px|Drawing the P320+MP17 - here, the brace pops out.]]&lt;br /&gt;
[[File:BF42 MP17 (2).jpg|thumb|none|600px|Wielding the MP17 as Wyatt inside a CNES building.]]&lt;br /&gt;
[[File:BF42 MP17 (3).jpg|thumb|none|600px|Using the default bronze RMR sight.]]&lt;br /&gt;
[[File:BF42 MP17 (4).jpg|thumb|none|600px|Previewing the converted pistol. The spare magazine is already in use here.]]&lt;br /&gt;
[[File:BF42 MP17 (5).jpg|thumb|none|600px|Removing said backup magazine...]]&lt;br /&gt;
[[File:BF42 MP17 (6).jpg|thumb|none|600px|...and inserting it.]]&lt;br /&gt;
[[File:BF42 MP17 (7).jpg|thumb|none|600px|Reloading the MP17 from empty.]]&lt;br /&gt;
[[File:BF42 MP17 (8).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Taurus Raging Hunter===&lt;br /&gt;
A [[Taurus Raging Hunter]] revolver appears as the &amp;quot;M44&amp;quot; (actually [[Taurus Model 44|a different Taurus revolver entirely]] that was the &amp;quot;.44 Magnum&amp;quot; in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.&lt;br /&gt;
&lt;br /&gt;
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not. Only later patches after the December patch eventually fixed the bug.&lt;br /&gt;
[[File:Taurus Raging Hunter.jpg|thumb|none|350px|Taurus Raging Hunter with 8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:BF42 Taurus 44 (1).jpg|thumb|none|600px|A preview of the Taurus in the loadout screen.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (1).jpg|thumb|none|600px|Rao out with the Taurus Raging Hunter in Kourou.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (2).jpg|thumb|none|600px|Aiming the revolver at the space center.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (3).jpg|thumb|none|600px|Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (4).jpg|thumb|none|600px|Opening up the cylinder with the hammer still cocked.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (5).jpg|thumb|none|600px|Here, Rao shakes out the unfired half of the rounds.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (6).jpg|thumb|none|600px|Then manually ejects the expanded, fired casings.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (7).jpg|thumb|none|600px|Speed-loading six more .44 rounds before flinging the cylinder shut.]]&lt;br /&gt;
[[File:BF42 Raging Hunter (8).jpg|thumb|none|600px|Admiring the Raging Hunter.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Brügger &amp;amp; Thomet APC9 K PRO===&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO]] made its debut in Season 4 as the &amp;quot;AC9&amp;quot;, and uses the same magazine as the B&amp;amp;T MP9, with the same 30 and 20-round capacity. An either underloaded or overloaded 35-round magazine (30-round magazine with a +5 base plate) is available, holding 30 rounds of &amp;quot;Standard Issue&amp;quot; ammo or 40 rounds of &amp;quot;Close Combat&amp;quot; ammo. Interestingly, it is also the only weapon of ''2042'' so far that is capable of equipping the legacy Russian Kobra reflex sight with a special reticle.&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC9 K PRO with Aimpoint ACRO P-1 sight - 9x19mm]]&lt;br /&gt;
[[File:BF42 APC9K Preview.jpg|thumb|none|600px|The APC9 K PRO in the trailer.]]&lt;br /&gt;
[[File:BF42 APCK9 (0).jpg|thumb|none|600px|Closing the bolt when deploying with the APC9 K PRO.]]&lt;br /&gt;
[[File:BF42 APCK9 (1).jpg|thumb|none|600px|The B&amp;amp;T APC9 K PRO in hand.]]&lt;br /&gt;
[[File:BF42 APCK9 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 APCK9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 APCK9 (4).jpg|thumb|none|600px|Removing a magazine in the tactical reload.]]&lt;br /&gt;
[[File:BF42 APCK9 (6).jpg|thumb|none|600px|Preparing a new one as the used magazine is removed when empty.]]&lt;br /&gt;
[[File:BF42 APCK9 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 APCK9 (7).jpg|thumb|none|600px|Hitting the bolt release.]]&lt;br /&gt;
[[File:BF42 APCK9 (8).jpg|thumb|none|600px|View of the 30/40-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet MP9-N===&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] with a TP9-style underbarrel rail appears under the &amp;quot;MP9&amp;quot; moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 20-round magazine, with options for a 15-rounder, a 30-round extended magazine, or a 50-round drum magazine. &lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|350px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm]]&lt;br /&gt;
[[File:B&amp;amp;T TP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet TP9-US - 9x19mm]]&lt;br /&gt;
[[File:BF42 MP9 (1).jpg|thumb|none|600px|The MP9 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 MP9 (2).jpg|thumb|none|600px|The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.]]&lt;br /&gt;
[[File:BF42 MP9 (3).jpg|thumb|none|600px|Aiming with the MP9's standard irons.]]&lt;br /&gt;
[[File:BF42 MP9 (4).jpg|thumb|none|600px|Reloading the short default magazine.]]&lt;br /&gt;
[[File:BF42 MP9 (5).jpg|thumb|none|600px|Turning it over to watch the bolt drop from empty.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector===&lt;br /&gt;
The 2nd generation [[KRISS Vector]] appears as the &amp;quot;K30&amp;quot;, seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in ''[[Battlefield Hardline]]''. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto. &lt;br /&gt;
&lt;br /&gt;
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.&lt;br /&gt;
&lt;br /&gt;
AI US Command troops can be seen with the Vector in gameplay.&lt;br /&gt;
[[File:Vector SBR 2.1.jpg|thumb|none|450px|KRISS USA Gen 2.1 Vector SBR - .45 ACP / 9x19mm Parabellum. This model comes with an integrated AR stock adaptor and a KRISS DS150 stock.]]&lt;br /&gt;
[[File:BF2042Kriss-01.JPG|thumb|none|600px|The KRISS Vector in the reveal trailer.]]&lt;br /&gt;
[[File:BF2042BETA KRISS 02.jpg|thumb|none|600px|Reloading a water covered Vector in the beta.]]&lt;br /&gt;
[[File:Bf2042BETA kriss 04.jpg|thumb|none|600px|Charging the Vector in a car full of Mackays.]]&lt;br /&gt;
[[File:BF42 Vector (0).jpg|thumb|none|600px|Previewing the retail model of the &amp;quot;K30&amp;quot; in the Weapons menu. Note the fire selector.]]&lt;br /&gt;
[[File:BF42 Vector (1).jpg|thumb|none|600px|The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.]]&lt;br /&gt;
[[File:BF42 Vector (2).jpg|thumb|none|600px|Aiming with the distinct diamond sights.]]&lt;br /&gt;
[[File:BF42 Vector (3).jpg|thumb|none|600px|The Attachments+ view of the Vector.]]&lt;br /&gt;
[[File:BF42 Vector (4).jpg|thumb|none|600px|Actuating the Vector's mag release.]]&lt;br /&gt;
[[File:BF42 Vector (5).jpg|thumb|none|600px|Sliding in a new short 20-rounder.]]&lt;br /&gt;
[[File:BF42 Vector (6).jpg|thumb|none|600px|Rather dramatically pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===LWRC SMG-45===&lt;br /&gt;
The [[LWRC SMG-45]] first appeared under the name &amp;quot;PBX-9&amp;quot;, and as of the first public test is instead named &amp;quot;PBX-45&amp;quot;. Markings on the side read &amp;quot;9MM|45 ACP&amp;quot;, and it can indeed be swapped between 9mm in 30 and 45 round magazines or .45 ACP in 20-rounders. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.&lt;br /&gt;
&lt;br /&gt;
A secret, [[M1 Garand]] inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.&lt;br /&gt;
[[File:LWRC SMG45.jpg|thumb|none|450px|LWRC SMG-45 - .45 ACP]]&lt;br /&gt;
[[File:SMG45 BF2042menu.jpg|thumb|none|600px|The LWRC SMG-45 in the loadout menu.]]&lt;br /&gt;
[[File:BF42 PBX (0).jpg|thumb|none|600px|When equipping the SMG-45, the character pulls the charging handle.]]&lt;br /&gt;
[[File:BF42 PBX (1).jpg|thumb|none|600px|The LWRC SMG-45 in hand.]]&lt;br /&gt;
[[File:BF42 PBX (2).jpg|thumb|none|600px|Closeup view of the SMG-45 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 PBX (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 PBX (4).jpg|thumb|none|600px|Tactically reloading the huge magazines.]]&lt;br /&gt;
[[File:BF42 PBX (5).jpg|thumb|none|600px|Reloading on empty...]]&lt;br /&gt;
[[File:BF42 PBX (6).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF2042LWRCSMG45-01.JPG|thumb|none|600px|The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.]]&lt;br /&gt;
[[File:BF2042 SMG45 01.jpeg|thumb|none|600px|Later on, it appears with a vertical grip and a reflex sight instead.]]&lt;br /&gt;
&lt;br /&gt;
===PP-19 Bizon-2===&lt;br /&gt;
A [[PP-19 Bizon-2]] modified with a custom forend, an AK-400-styled top rail, and a Zenit stock appears as the &amp;quot;PP-29&amp;quot;. It can equip its standard 64-round (assumably 9x18mm Makarov) helical magazine, or use high-power and subsonic (assumably 9x19mm Parabellum) 53-round magazines. It is the default SMG for the Russian AI faction in gameplay.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:BF42 PP-19 (1).jpg|thumb|none|600px|The futurized Bizon-2 in the loadout preview.]]&lt;br /&gt;
[[File:BF42_PP-19_(2).jpg|thumb|none|600px|Irish holds a Bizon inside the local cardboard box stockpiling shed.]]&lt;br /&gt;
[[File:BF42_PP-19_(3).jpg|thumb|none|600px|Aiming with the rather basic iron sights.]]&lt;br /&gt;
[[File:BF42_PP-19_(4.jpg|thumb|none|600px|Trigger-finger flicking out the helical magazine when empty.]]&lt;br /&gt;
[[File:BF42_PP-19_(5).jpg|thumb|none|600px|Latching in another.]]&lt;br /&gt;
[[File:BF42_PP-19_(6).jpg|thumb|none|600px|Charging the PP-19 with the fairly standard modern underhanded method.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Crye Precision SIX12===&lt;br /&gt;
A [[Crye Precision SIX12]] can be mounted as an underbarrel option to the AK-12, MCX-SPEAR, Sako TRG, and LWAMG. It is named the &amp;quot;Masterkey&amp;quot; in reference to the [[Knight's Armament Masterkey]].&lt;br /&gt;
[[File:Six12underslung.jpg|thumb|none|400px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
[[File:Six12 BF2042menu.jpg|thumb|none|600px|The SIX12 in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 MKey (1).jpg|thumb|none|600px|The SIX12 shotgun mounted on an AK-12.]]&lt;br /&gt;
[[File:BF42 MKey (2).jpg|thumb|none|600px|Removing the cylinder full of shotgun shells.]]&lt;br /&gt;
[[File:BF42 MKey (3).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remington 870 MCS===&lt;br /&gt;
The [[Remington 870 MCS]] appears as the &amp;quot;MCS-880&amp;quot;, fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and [[Mossberg 590A1]]-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.&lt;br /&gt;
[[File:Remington 870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[File:Custom870wMossbergGhostRing.jpg|thumb|none|450px|Remington 870 with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:870 BF2042menu.jpg|thumb|none|600px|The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.]]&lt;br /&gt;
[[File:BF42 MCS (1).jpg|thumb|none|600px|The Remington 870 MCS in game.]]&lt;br /&gt;
[[File:BF42 MCS (2).jpg|thumb|none|600px|ADS view of the ghost ring sights.]]&lt;br /&gt;
[[File:BF42 MCS (3).jpg|thumb|none|600px|Pumping the shotgun. Like in [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'' (2019)]], the shell is correctly with a blown out crimp after being fired.]]&lt;br /&gt;
[[File:BF42 MCS (4).jpg|thumb|none|600px|Inserting new shells. Shells are color-coded depending on the type: buckshots are red, flechettes are white, slugs are green.]]&lt;br /&gt;
[[File:BF2042R870-01.JPG|thumb|none|600px|A Remington 870-equipped soldier stacks up in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Saiga 12===&lt;br /&gt;
A [[Saiga 12]] with full-auto capability and customized by Hatcher Gun Company appears as the &amp;quot;12M Auto&amp;quot;. By default, it comes with an 8-round buckshot magazine - it can accept 5-round flechettes, 8-round slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12. &lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|Hatcher Gun Company Saiga 12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 Saiga-12 (1).jpg|thumb|none|600px|The game model of the HGC-modified Saiga 12.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (2).jpg|thumb|none|600px|Inside a desolate warehouse with the Saiga.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (3).jpg|thumb|none|600px|Aiming with the flip-up sights.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (4).jpg|thumb|none|600px|Dumping out an empty 12-guage magazine. The bolt automatically locks back when empty, similar to the [[Vepr-12]].]]&lt;br /&gt;
[[File:BF42 Saiga-12 (5).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:BF42 Saiga-12 (6).jpg|thumb|none|600px|Pulling the added round charging handle ]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
A [[Mossberg 500]]-based [[Serbu Super Shorty]] makes an appearance in Season 4 as the &amp;quot;Super 500&amp;quot;, fitted with a smart rail system and iron sights. As with ''[[Battlefield 4]]'''s [[Remington 870|870]]-based Serbu, it is classified as a secondary weapon in-game.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:BF42_Serbu_Preview.jpg|thumb|none|600px|The Serbu Super Shorty in the Season 4 trailer.]]&lt;br /&gt;
[[File:BF42 Serbu (1).jpg|thumb|none|600px|The Serbu Shorty in Blasco's hands.]]&lt;br /&gt;
[[File:BF42 Serbu (2).jpg|thumb|none|600px|View of its side in the Plus menu.]]&lt;br /&gt;
[[File:BF42 Serbu (3).jpg|thumb|none|600px|Aiming its custom iron sights.]]&lt;br /&gt;
[[File:BF42 Serbu (4).jpg|thumb|none|600px|Pumping - note the blown out crimp of the ejected shell when fired, the same as the Remington 870.]]&lt;br /&gt;
[[File:BF42 Serbu (7).jpg|thumb|none|600px|Flicking the safety on when empty, though it magically disengages after a reload.]]&lt;br /&gt;
[[File:BF42 Serbu (6).jpg|thumb|none|600px|When empty, the character inserts a shell in its chamber first. The Browning Auto-5 in ''Portal'' shares the same procedure.]]&lt;br /&gt;
[[File:BF42 Serbu (5).jpg|thumb|none|600px|Inserting two more shells.]]&lt;br /&gt;
&lt;br /&gt;
===Standard Manufacturing DP-12===&lt;br /&gt;
A stylized [[Standard Manufacturing DP-12]] makes an appearance in Season 3 as the &amp;quot;NVK-S22,&amp;quot; with an ammo counter and smart rail. It functions as a self-loading shotgun in-game, despite being a pump action design in reality. The pump is only used when the weapon is empty after a reload.&lt;br /&gt;
&lt;br /&gt;
[[File:Standard Manufacturing DP-12.jpg|thumb|none|450px|Standard Manufacturing DP-12 - 12 gauge]]&lt;br /&gt;
[[File:BF42 S22 (1).jpg|thumb|none|600px|The DP-12, made to be semiautomatic in Nordvik.]]&lt;br /&gt;
[[File:BF42 S22 (2).jpg|thumb|none|600px|Side view of the DP-12. By default, it has no foregrip.]]&lt;br /&gt;
[[File:BF42 S22 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S22 (4).jpg|thumb|none|600px|Loading in shells, in this case, when empty. Tactical reloads insert shells with the left hand.]]&lt;br /&gt;
[[File:BF42 S22 (5).jpg|thumb|none|600px|Pumping the DP-12 after an empty reload.]]&lt;br /&gt;
[[File:BF42 NVK-T.jpg|thumb|none|600px|The &amp;quot;NVK-S22&amp;quot; in the Season 3 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles / Carbines==&lt;br /&gt;
===&amp;quot;AC-42&amp;quot;===&lt;br /&gt;
The &amp;quot;AC-42&amp;quot; is a fictional futuristic bullpup assault rifle, in-game described as being of Russian origin and is chambered in 5.45x39mm. Despite this, the design takes visual cues from the Australian [[Thales F90|Thales F90MBR]] (with its in-file name being NBR further supporting this) and the Israeli [[Tavor TAR-21 rifle series|IWI Tavor]] series. &amp;quot;AC-42&amp;quot; also follows typical Russian-style naming conventions; &amp;quot;A&amp;quot; for &amp;quot;Avtomat&amp;quot;, &amp;quot;C&amp;quot; for the designer's name, a dash, and &amp;quot;(20)42&amp;quot; for the year of introduction.&lt;br /&gt;
&lt;br /&gt;
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30 round magazine, with options for a 40-round magazine, and 20 round subsonic and high power option.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Manticore Arms Tavor 2.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:BF42 AC42 (0.1).jpg|thumb|none|600px|A clear view of the AC-42 in the Weapons menu.]]&lt;br /&gt;
[[File:BF42 AC42 (0).jpg|thumb|none|600px|A chamber check is performed during the deployment animation.]]&lt;br /&gt;
[[File:BF42 AC42 (1).jpg|thumb|none|600px|The AC-42 in hand.]]&lt;br /&gt;
[[File:BF42 AC42 (2).jpg|thumb|none|600px|Closeup view in the Plus menu. &amp;quot;5.45x39&amp;quot; can be seen inscribed on the bolt.]]&lt;br /&gt;
[[File:BF42 AC42 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AC42 (4).jpg|thumb|none|600px|Tactically reloading.]]&lt;br /&gt;
[[File:BF42 AC42 (5).jpg|thumb|none|600px|Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.]]&lt;br /&gt;
[[File:BF42 AC42 (6).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AK-12===&lt;br /&gt;
The 2018 production version of the [[AK-12]] appears as the &amp;quot;AK-24&amp;quot;. It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight. Holding 30 rounds by default, it can also be equipped with &amp;quot;High-Power&amp;quot; ammo (assumably 9x39mm) in 20-round mags; these magazines share the same model as the polymer 5.45x39mm 30-rounders, but in a black finish instead of tan, as well as an underloaded &amp;quot;PUFGUN SG545 60&amp;quot; 60-round quad-stack magazine holding 40 rounds, and an underloaded RPK-16 95-round drum magazine holding 50 rounds. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
Accurate to the real AK-12, it can switch between full-auto, semi-auto, and also a two-round burst. Equipping the &amp;quot;Target 8T 4.25-1.25x&amp;quot; canted optics changes the AK's chambering style when empty.&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.]]&lt;br /&gt;
[[File:AK12 BF2042menu.jpg|thumb|none|600px|The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.]]&lt;br /&gt;
[[File:BF42 AK24 (1).jpg|thumb|none|600px|The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.]]&lt;br /&gt;
[[File:BF42 AK24 (2).jpg|thumb|none|600px|Closeup view of the AK-12 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AK24 (3).jpg|thumb|none|600px|Iron sights of the AK-12.]]&lt;br /&gt;
[[File:BF42 AK24 (4).jpg|thumb|none|600px|Performing a tactical reload with the box magazine.]]&lt;br /&gt;
[[File:BF42 AK24 (5).jpg|thumb|none|600px|Removing an empty magazine using the thumb technique.]]&lt;br /&gt;
[[File:BF42 AK24 (6).jpg|thumb|none|600px|Doing the underhand reload technique.]]&lt;br /&gt;
[[File:BF42 AK-12beta (1).jpg|thumb|none|600px|The AK-12 in the Beta, when it was held with a high angle C-clamp grip.]] &lt;br /&gt;
[[File:Battlefield 2042 Open Beta Screenshot 2021 AK1203.jpg|thumb|none|600px|Aiming shows the thumb moved aside to open the sight picture.]]&lt;br /&gt;
[[File:BF2042AK12-01.JPG|thumb|none|600px|A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.]]&lt;br /&gt;
[[File:BF2042AK12-02.JPG|thumb|none|600px|Another shot of the AK-12.]]&lt;br /&gt;
[[File:BF42 RPK (1).jpg|thumb|none|600px|The AK-24 with [[RPK-16]] drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.]]&lt;br /&gt;
[[File:BF42 RPK (2).jpg|thumb|none|600px|Removing the drum magazine from a tactical reload.]]&lt;br /&gt;
[[File:BF42 RPK (3).jpg|thumb|none|600px|Rocking in another drum.]]&lt;br /&gt;
[[File:BF42 RPK (4).jpg|thumb|none|600px|When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand bolt pull with the drum magazine equipped.]]&lt;br /&gt;
&lt;br /&gt;
===AM-17===&lt;br /&gt;
The [[AM-17]] is featured in Season 2: Master of Arms, as the &amp;quot;AM40&amp;quot;, described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74U. By default, it uses High-Power ammo loaded in AK-12 magazines only to 20 rounds (possibly meant to emulate the 9x39mm [[AMB-17]] version), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).&lt;br /&gt;
[[File:AM-17 2019.jpg|thumb|none|450px|AM-17 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 AM17 (1).jpg|thumb|none|600px|The AM-17 in the drained Panamanian lake of Gatun.]]&lt;br /&gt;
[[File:BF42 AM17 (2).jpg|thumb|none|600px|Inspecting the AM-17 in the Plus menu.]]&lt;br /&gt;
[[File:BF42 AM17 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 AM17.jpg|thumb|none|600px|Removing the AK-12 magazine.]]&lt;br /&gt;
[[File:BF42 AM17 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 AM17 (6).jpg|thumb|none|600px|About to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Daniel Defense DDM4 V7 PRO===&lt;br /&gt;
A [[Daniel Defense DDM4|Daniel Defense DDM4 V7 PRO]] with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. This is strange considering that the US Armed Forces use 7.62 NATO rifles for their designated marksman role, however the one in-game appears to use what looks to be either 6.5mm Grendel or 6mm ARC, both of which explain its extended range capabilities. Originally named the &amp;quot;4V9&amp;quot; in the reveal trailer, by the EA Play trailer it had been renamed to &amp;quot;DM7&amp;quot;, a name it retains in the final game. Curiously, its description states that it has a 16&amp;quot; barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18&amp;quot; barrel. Nevertheless, it has two suppressor options affixed to a 16&amp;quot; barrel. Initially, it used 12-round magazines in trailers, but this has been changed to 15-round magazines, with options for a 20-round magazine (using the DD 32-round mag with a Magpul), as well as subsonic, and high power and armor piercing that use flush 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.&lt;br /&gt;
[[File:DDM4 V7 PRO.jpg|thumb|none|450px|Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (0).jpg|thumb|none|600px|Previewing the DDM4 V7.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (1).jpg|thumb|none|600px|Brass-checking the DDM4 upon spawning.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 idle.jpg|thumb|none|600px|A standard DDM4 in the hands of Kimble &amp;quot;Irish&amp;quot; Graves.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (2).jpg|thumb|none|600px|Aiming down the stock iron sights used by a few weapons ingame.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r1.jpg|thumb|none|600px|Inserting a new magazine, holding the old and the new mag in one hand.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 r2.jpg|thumb|none|600px|Loading the new magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 mag drop empty.jpg|thumb|none|600px|After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 empty mag in.jpg|thumb|none|600px|Loading a new, full magazine.]]&lt;br /&gt;
[[File:BF2042 Portal DM7 bolt release.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:BF42 DDM4V7 (3).jpg|thumb|none|600px|Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] appears as the &amp;quot;SFAR-M GL&amp;quot; (which presumably stands for '''S'''pecial '''F'''orces Combat '''A'''ssault '''R'''ifle - '''M'''odern, as opposed to '''S'''pecial Forces '''C'''ombat '''A'''ssault '''R'''ifle - '''H'''eavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.&lt;br /&gt;
&lt;br /&gt;
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 40-round drum magazine based on the PMAG D-50 LR/SR .308 drum, with a much longer tower and a smaller drum section. The Long Barrel customization turns it into the STD variant.&lt;br /&gt;
&lt;br /&gt;
It is shown used by Lis's JW GROM unit in concept art.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042SCARH-01.JPG|thumb|none|600px|An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.]]&lt;br /&gt;
[[File:BF42 SCAR (1).jpg|thumb|none|600px|A preview of the 2042-era SCAR.]]&lt;br /&gt;
[[File:BF42 SCAR-H (1).jpg|thumb|none|600px|Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.]]&lt;br /&gt;
[[File:BF42 SCAR-H (2).jpg|thumb|none|600px|Aiming with the SCAR's standard iron sights.]]&lt;br /&gt;
[[File:BF42 SCAR-H (3).jpg|thumb|none|600px|In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.]]&lt;br /&gt;
[[File:BF42 SCAR-H (4).jpg|thumb|none|600px|However, when empty, the user chamber-checks the SCAR...]]&lt;br /&gt;
[[File:BF42 SCAR-H (5).jpg|thumb|none|600px|...grabs a new mag first...]]&lt;br /&gt;
[[File:BF42 SCAR-H (6).jpg|thumb|none|600px|...and swaps the old one for it.]]&lt;br /&gt;
[[File:BF42 SCAR-H (7).jpg|thumb|none|600px|Pulling the SCAR's bolt back into battery.]]&lt;br /&gt;
[[File:BF42 SCAR-H (8).jpg|thumb|none|600px|Irish observes a dirt devil with the standard-length SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] returns from previous games as the &amp;quot;GEW-46&amp;quot;, as part of Season 5 content. It is the only weapon in the All-Out Warfare arsenal that is not equipped with the 2042 smart rail system.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:BF42 G36C Trailer.jpg|thumb|none|600px|The G36C in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec CMR-30===&lt;br /&gt;
The [[Kel-Tec CMR-30]] appears as the &amp;quot;VCAR&amp;quot;; notably, ''2042'' marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in ''[[Battlefield V|BFV]]''. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of &amp;quot;close combat&amp;quot; ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the &amp;quot;VCAR&amp;quot; indicate it is made by &amp;quot;Gunther,&amp;quot; which are also present on the P50.&lt;br /&gt;
[[File:Kel-Tec CMR-30.jpg|thumb|none|450px|Kel-Tec CMR-30 - .22 WMR]]&lt;br /&gt;
[[File:BF42 CMR-30 (1).jpg|thumb|none|600px|The tan &amp;quot;VCAR&amp;quot; in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.]]&lt;br /&gt;
[[File:BF42 CMR-30 (2).jpg|thumb|none|600px|A Kel-Tec CMR-30 in one of the Renewal greenhouses.]]&lt;br /&gt;
[[File:BF42 CMR-30 (3).jpg|thumb|none|600px|Aiming with the same stylized MBUS as the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CMR-30 (4).jpg|thumb|none|600px|Reloading the CMR-30 - removing the magazine.]]&lt;br /&gt;
[[File:BF42 CMR-30 (5).jpg|thumb|none|600px|Lining in another.]]&lt;br /&gt;
[[File:BF42 CMR-30 (6).jpg|thumb|none|600px|Releasing the CMR's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===LoneStar Future Weapons RM277===&lt;br /&gt;
The [[LoneStar Future Weapons RM277]] makes its second video game appearance in ''Battlefield 2042'' as the &amp;quot;RM68&amp;quot; in Season 4. The one depicted in-game is a hybrid of all three prototypes of the RM277, combining the first prototype's buttstock, the second prototype's handguard and the third prototype's bolt release and other ergonomic features. Due to its canted iron sights, optics are required to aim the RM277 in-game, and comes in 20 and 30-rounders. It is incorrectly depicted as being open bolt in both modes rather than only in full-auto mode as the bolt release is completely unused in reload animations in semi-auto mode, as well as the lack of a +1 in the chamber after being reloaded in semi-auto.&lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|400px|LoneStar Future Weapons RM277-R (First publicly revealed prototype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:BF42 RM277 Preview.jpg|thumb|none|600px|The RM277 in the Season 4 trailer. Note that it has the barrel length of the RM277-AR.]]&lt;br /&gt;
[[File:BF42 RM277 (0).jpg|thumb|none|600px|Charging the RM277 when spawning.]]&lt;br /&gt;
[[File:BF42 RM277 (1).jpg|thumb|none|600px|The RM277 in hand.]]&lt;br /&gt;
[[File:BF42 RM277 (2).jpg|thumb|none|600px|Side view in the Plus menu.]]&lt;br /&gt;
[[File:BF42 RM277 (3).jpg|thumb|none|600px|Aiming down its canted iron sights.]]&lt;br /&gt;
[[File:BF42 RM277 (4).jpg|thumb|none|600px|Firing - note the ejected polymer casing.]]&lt;br /&gt;
[[File:BF42 RM277 (5).jpg|thumb|none|600px|Tactical reloading involves hitting the mag release...]]&lt;br /&gt;
[[File:BF42 RM277 (6).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (7).jpg|thumb|none|600px|When empty, the character ejects the magazine by letting it slide down, then inserting a new one.]]&lt;br /&gt;
[[File:BF42 RM277 (8).jpg|thumb|none|600px|Racking the charging handle to chamber a new round. This is one of two ways to chamber from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Marlin Model 336 Dark Series===&lt;br /&gt;
The [[Marlin Model 336|Marlin Model 336 Dark Series]] appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the &amp;quot;GVT 45-70&amp;quot;, although the .45-70 Government caliber is used by the [[Marlin Model 1895]] in reality, not the 336.&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin 336 Dark Series.jpg|thumb|none|450px|Marlin Model 336 Dark Series - .30-30 Winchester]]&lt;br /&gt;
[[File:BF42 Marlin 336 (1).jpg|thumb|none|600px|Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (2).jpg|thumb|none|600px|Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (3).jpg|thumb|none|600px|The Model 336 under some better lighting.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (4).jpg|thumb|none|600px|Aiming with the rather thin-profile rear ghost ring sight.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (5).jpg|thumb|none|600px|Working the lever-action.]]&lt;br /&gt;
[[File:BF42 Marlin 336 (6).jpg|thumb|none|600px|Reloading with an alleged .45-70 round.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MCX-SPEAR===&lt;br /&gt;
The 2019 prototype of the [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;M5A3&amp;quot;, implying that it won the NGSW program contract and was adopted by the US as the &amp;quot;M5&amp;quot;; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is incorrectly (and strangely) chambered in 5.56x45mm NATO by default using 30- and 40-round PMAGs with other options including: .300 BLK 30-round PMAGs, 20-round 6.8x51mm FURY L7 AWM mags (the real life default chambering), or 35-round 9mm mags (oddly using 30-round MP9 magazines made by B&amp;amp;T instead of MPX magazines made by SIG).&lt;br /&gt;
&lt;br /&gt;
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG SLX suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military-issued MCX-SPEAR also comes with a 13&amp;quot; barrel. In ''BF2042'' however, it is used without a suppressor by default, along with having a longer 14.5&amp;quot;-ish barrel, though it can be modified with a 13&amp;quot; barrel with or without a suppressor.&lt;br /&gt;
&lt;br /&gt;
As of 2022, the MCX-SPEAR has won the NGSW program and was designated the XM5 (although the designation has since been changed to XM7), which means ''BF2042'' correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.&lt;br /&gt;
[[File:MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR, 2019 prototype with 13&amp;quot; barrel - 6.8x51mm FURY]]&lt;br /&gt;
[[File:BF42 MCX Spear (1).jpg|thumb|none|600px|The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...]]&lt;br /&gt;
[[File:BF42 MCX Spear (2).jpg|thumb|none|600px|...and then smacks the forward assist for good measure, very much like ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''’s Colt 933.]]&lt;br /&gt;
[[File:BF42 M5A3 (1).jpg|thumb|none|600px|The MCX-SPEAR in-game.]]&lt;br /&gt;
[[File:BF42 M5A3 (2).jpg|thumb|none|600px|Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.]]&lt;br /&gt;
[[File:BF42 M5A3 (3).jpg|thumb|none|600px|ADS with the default back-up iron sights.]]&lt;br /&gt;
[[File:BF42 M5A3 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:BF42 M5A3 (5).jpg|thumb|none|600px|During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.]]&lt;br /&gt;
[[File:BF42 M5A3 (6).jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:BF42 MCX Spear (3).jpg|thumb|none|600px|The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (4).jpg|thumb|none|600px|Reloading the full-power cartridge magazines.]]&lt;br /&gt;
[[File:BF42 MCX Spear (5).jpg|thumb|none|600px|Another SPEAR with the 9mm magazines, looking something like an overgrown [[SIG-Sauer MPX]] here.]]&lt;br /&gt;
[[File:BF42 MCX Spear (6).jpg|thumb|none|600px|Reloading the B&amp;amp;T style straight SMG mags.]]&lt;br /&gt;
[[File:BF2042MCXSpear-01.JPG|thumb|none|600px|A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Chukavin SVCh===&lt;br /&gt;
The [[Chukavin SVCh]] appears as the &amp;quot;SVK&amp;quot;, which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant. &lt;br /&gt;
&lt;br /&gt;
AI Russian snipers use the SVCh as their standard DMR in gameplay. &lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVCh BF2042menu.jpg|thumb|none|600px|The SVCh in the loadout menu]]&lt;br /&gt;
[[File:BF42 SVCh (1).jpg|thumb|none|600px|Casper charges the SVCh at the start of a round.]]&lt;br /&gt;
[[File:BF42 SVCh (2).jpg|thumb|none|600px|The SVCh with a scope.]]&lt;br /&gt;
[[File:BF42 SVCh (3).jpg|thumb|none|600px|A view of the scope's reticle.]]&lt;br /&gt;
[[File:BF42 SVCh (4).jpg|thumb|none|600px|The Chukavin's non-empty reload.]]&lt;br /&gt;
[[File:BF42 SVCh (5).jpg|thumb|none|600px|Performing a dry reload.]]&lt;br /&gt;
[[File:BF42 SVCh (6).jpg|thumb|none|600px|Tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Denel Mechem NTW-20===&lt;br /&gt;
The [[Mechem NTW-20|Denel Mechem NTW-20]] appears as the &amp;quot;NTW-50&amp;quot;, suggesting that it is chambered in .50 BMG. It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:BF42 NTW-50 (1).jpg|thumb|none|600px|The standard NTW-50 in the Weapons menu tab. As mentioned above, it appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.]]&lt;br /&gt;
[[File:BF42 NTW-50 (2).jpg|thumb|none|600px|On the hunt for heavy warehouse equipment with the NTW-50.]]&lt;br /&gt;
[[File:BF42 NTW-50 (3).jpg|thumb|none|600px|The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.]]&lt;br /&gt;
[[File:BF42 NTW-50 (4).jpg|thumb|none|600px|Aiming with its BUIS, set to a rear notch rather than aperture.]]&lt;br /&gt;
[[File:BF42 NTW-50 (5).jpg|thumb|none|600px|Cycling the NTW's bolt.]]&lt;br /&gt;
[[File:BF42 NTW-50 (6).jpg|thumb|none|600px|Removing the presumably .50 caliber magazine.]]&lt;br /&gt;
[[File:BF42 NTW-50 (7).jpg|thumb|none|600px|The new one is smacked in with the same animation from the Type 11 hopper reload from ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===DSR-Precision DSR-1===&lt;br /&gt;
The [[DSR-Precision DSR-1]] appears as the &amp;quot;DXR-1&amp;quot;. As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
It uses 8-round magazines by default, and can use 5-round high-power, armor-piercing, or a 12-round extended magazine. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.&lt;br /&gt;
[[File:Dsr1.jpg|thumb|none|450px|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 DXR (0).jpg|thumb|none|600px|When spawning with the DSR-1, the character inserts a bullet before closing the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (1).jpg|thumb|none|600px|The DSR-1, without its scope.]]&lt;br /&gt;
[[File:BF42 DXR.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BF42 DXR (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 DXR (4).jpg|thumb|none|600px|Grabbing the reserve magazine. When used, it no longer appears until respawning.]]&lt;br /&gt;
[[File:BF42 DXR (5).jpg|thumb|none|600px|Reloading the magazine before rechambering the DSR.]]&lt;br /&gt;
[[File:BF2042DSR50AR15-01.JPG|thumb|none|600px|A DSR-1 in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
===Sako TRG M10===&lt;br /&gt;
The [[Sako TRG M10]] initially appeared in prerelease materials as the &amp;quot;TG-24&amp;quot;, but by release had been renamed to the &amp;quot;SWS-10&amp;quot;. It is the first sniper rifle available. It uses 7-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is labelled as the &amp;quot;SWS-10 Magazine Adapter&amp;quot; (originally under the TG-24 moniker).&lt;br /&gt;
[[File:Sako-trg-m10 338 lapua.jpg|thumb|none|450px|Sako TRG M10 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 TRG M10 (0).jpg|thumb|none|600px|The TRG M10 in the loadout preview.]]&lt;br /&gt;
[[File:BF42 TRG M10 (1).jpg|thumb|none|600px|Looking out across the Songdo district with the TRG M10.]]&lt;br /&gt;
[[File:BF42 TRG M10 (2).jpg|thumb|none|600px|Aiming with the backup iron sights.]]&lt;br /&gt;
[[File:BF42 TRG M10 (3).jpg|thumb|none|600px|Cycling a spent casing out of the Sako.]]&lt;br /&gt;
[[File:BF42 TRG M10 (4).jpg|thumb|none|600px|Removing a non-empty magazine...]]&lt;br /&gt;
[[File:BF42 TRG M10 (5).jpg|thumb|none|600px|...and in with a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (6).jpg|thumb|none|600px|Tossing out another mag at the start of the empty reload.]]&lt;br /&gt;
[[File:BF42 TRG M10 (7).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:BF42 TRG M10 (8).jpg|thumb|none|600px|Rechambering the TRG M10.]]&lt;br /&gt;
&lt;br /&gt;
===TTS Xceed===&lt;br /&gt;
The [[TTS Xceed]] makes its debut in Season 5 as the &amp;quot;XCE Bar&amp;quot;.&lt;br /&gt;
[[File:TTS XCEED.jpg|thumb|none|400px|TTS Xceed - 6mm XC]]&lt;br /&gt;
[[File:BF42 XCEED Trailer.jpg|thumb|none|600px|The TTS Xceed in the Season 5 trailer.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
A [[VSS Vintorez]] is included as part of Season 1: Zero Hour content as the &amp;quot;BSV-M&amp;quot; (presumably ''&amp;quot;Бесшумная Снайперская Винтовка - Модернизиированная&amp;quot;'', or ''&amp;quot;Besshumnaya Snayperskaya Vintovka - Modernizirovannaya&amp;quot;'', meaning &amp;quot;Silent Sniper Rifle - Modernized&amp;quot;); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the [[AS Val]] due to its select-fire capability, unique among the game's Marksman rifles. In the ''Portal'' logic editor, it is referred to by its real name.&lt;br /&gt;
&lt;br /&gt;
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the [[SR-3 Vikhr]].&lt;br /&gt;
&lt;br /&gt;
Update 3.2 silently brings the VSS in its original wooden stock and regular optic mount as a sniper rifle for ''Bad Company 2'' factions, with the same select-fire capability.&lt;br /&gt;
[[File:Vss2.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:BF42 VSS (1).jpg|thumb|none|600px|Previewing the 2042-era VSS.]]&lt;br /&gt;
[[File:BF42 VSS (2).jpg|thumb|none|600px|The VSS Vintorez in hand.]]&lt;br /&gt;
[[File:BF42 VSS (3).jpg|thumb|none|600px|View of the VSS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 VSS (4).jpg|thumb|none|600px|A view through the PSO-1 scope. The reticle is mostly correct, barring the &amp;quot;1.5&amp;quot; marking on the stadiametric rangefinder rather than the correct &amp;quot;1.7&amp;quot;; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11&amp;quot;, this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).]]&lt;br /&gt;
[[File:BF42 VSS (5).jpg|thumb|none|600px|Iron sights of the VSS.]]&lt;br /&gt;
[[File:BF42 VSS (6).jpg|thumb|none|600px|Replacing a magazine in a tactical reload.]]&lt;br /&gt;
[[File:BF42 VSS (7).jpg|thumb|none|600px|Yanking an empty magazine...]]&lt;br /&gt;
[[File:BF42 VSS (8).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===FN EVOLYS===&lt;br /&gt;
The [[FN EVOLYS|FN EVOLYS 7.62]] was added in Season 2: Master of Arms, as the &amp;quot;Avancys&amp;quot;. Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.&lt;br /&gt;
[[File:FN EVOLYS 7.62.jpg|thumb|none|450px|FN EVOLYS 7.62 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF42 EVOLYS (1).jpg|thumb|none|600px|The FN EVOLYS in-game.]]&lt;br /&gt;
[[File:BF42 EVOLYS (2).jpg|thumb|none|600px|Side view of the EVOLYS in the Plus menu.]]&lt;br /&gt;
[[File:BF42 EVOLYS (3).jpg|thumb|none|600px|Aiming. It shares iron sights with the SCAR, with the front sight on a folding rail mount base.]]&lt;br /&gt;
[[File:BF42 EVOLYS (4).jpg|thumb|none|600px|Racking the charging handle to clear the receiver.]]&lt;br /&gt;
[[File:BF42 EVOLYS (5).jpg|thumb|none|600px|Opening the side cover to reveal the unique loading system.]]&lt;br /&gt;
[[File:BF42 EVOLYS (6).jpg|thumb|none|600px|Inserting a new belt from a 100/200-round box.]]&lt;br /&gt;
[[File:BF42 EVOLYS (7).jpg|thumb|none|600px|About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.]]&lt;br /&gt;
&lt;br /&gt;
===Kalashnikov RPL-20===&lt;br /&gt;
The [[Kalashnikov RPL-20]] light machine gun makes its debut in ''Battlefield 2042'' as the &amp;quot;RPT-31&amp;quot; in Season 4. By default, it fires high-power ammo at an extended barrel at 600 RPM, and uses a foregrip similar to the bullpup PKP. It can be tuned to fire standard ammo and shorten its barrel to increase its rate of fire up to 900 RPM, and is also the only weapon in the game to equip the 1P87 holographic sight.&lt;br /&gt;
[[File:RPL-20 LMG.jpg|thumb|none|450px|Kalashnikov RPL-20 - 5.45x39mm]]&lt;br /&gt;
[[File:BF42 RPL20 Preview.jpg|thumb|none|600px|The RPL-20 LMG in the trailer for Season 4.]]&lt;br /&gt;
[[File:BF42 RPL20 (0).jpg|thumb|none|600px|Moving the carry handle aside when deploying.]]&lt;br /&gt;
[[File:BF42 RPL20 (1).jpg|thumb|none|600px|The RPL-20 in South Africa.]]&lt;br /&gt;
[[File:BF42 RPL20 (2).jpg|thumb|none|600px|Side view in the Plus Menu.]]&lt;br /&gt;
[[File:BF42 RPL20 (8).jpg|thumb|none|600px|The 1P87 holographic sight mounted to the RPL-20.]]&lt;br /&gt;
[[File:BF42 RPL20 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 RPL20 (9).jpg|thumb|none|600px|Aiming down the 1P87 optic. Note that it does not use its unique reticle, instead it uses the same EOTech reticle.]]&lt;br /&gt;
[[File:BF42 RPL20 (4).jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:BF42 RPL20 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 RPL20 (6).jpg|thumb|none|600px|For tactical reloads, the belt links are moved manually.]]&lt;br /&gt;
[[File:BF42 RPL20 (7).jpg|thumb|none|600px|Pulling the charging handle. The belt links move automatically upon charging the MG.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LWAMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG#KAC LWAMG|Knight's Armament LWAMG]] appears as the &amp;quot;LCMG&amp;quot; and is the default MG available from the start. It is fitted with the telescoping stock of a [[Knight's Armament Stoner LMG|KAC LMG A1]], and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners. &lt;br /&gt;
[[File:KAC LWAMG.jpg|thumb|none|450px|KAC LWAMG - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LMG A1.jpg|thumb|none|450px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF2042LWAMG-01.JPG|thumb|none|600px|The KAC LWAMG in the trailer.]]&lt;br /&gt;
[[File:BF42 LWAMG (0).jpg|thumb|none|600px|Loadout menu view of the KAC LWAMG.]]&lt;br /&gt;
[[File:BF42 LWAMG (1).jpg|thumb|none|600px|The LWAMG out in the unrenewed half of &amp;quot;Renewal.&amp;quot; Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.]]&lt;br /&gt;
[[File:BF42 LWAMG (2).jpg|thumb|none|600px|Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.]]&lt;br /&gt;
[[File:BF42 LWAMG (3).jpg|thumb|none|600px|Locking the bolt back at the start of an empty reload.]]&lt;br /&gt;
[[File:BF42 LWAMG (4).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:BF42 LWAMG (5).jpg|thumb|none|600px|Setting the belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The [[PKP Pecheneg Bullpup]] appeares under the name &amp;quot;PKP-BP&amp;quot;, with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG. &lt;br /&gt;
&lt;br /&gt;
It also appears as part of the &amp;quot;SG-36 Sentry System&amp;quot; that Specialist Pyotr &amp;quot;Boris&amp;quot; Guskovsky has access to, fitted with a large muzzle brake. &lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|450px|none|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
[[File:BF2042PKPPecheneg-01.JPG|thumb|none|600px|A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.]]&lt;br /&gt;
[[File:BF42 PKP-BP (1).jpg|thumb|none|600px|The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.]]&lt;br /&gt;
[[File:BF42 PKP (1).jpg|thumb|none|600px|Holding the PKP inside a Singaporean office.]]&lt;br /&gt;
[[File:BF42 PKP (2).jpg|thumb|none|600px|Aiming with high AK-12 rear sight.]]&lt;br /&gt;
[[File:BF42 PKP (3).jpg|thumb|none|600px|Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.]]&lt;br /&gt;
[[File:BF42 PKP (4).jpg|thumb|none|600px|Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.]]&lt;br /&gt;
[[File:BF42 PKP (5).jpg|thumb|none|600px|Setting in a new belt. It's notable here that the cartridges are '''rimless''', meaning that this PKP might be using 7.62 NATO or rimless 7.62x54mm.]]&lt;br /&gt;
[[File:BF42 PKP (6).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
[[File:BF42 PKP (7).jpg|thumb|none|600px|With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.]]&lt;br /&gt;
[[File:BF42 PKP (8).jpg|thumb|none|600px|Pulling the tab through, then the charging handle is pulled to put the PKP in battery.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===Bates &amp;amp; Dittus ExD-37===&lt;br /&gt;
The &amp;quot;SPH Explosive&amp;quot; launcher introduced in Season 4 is modelled on the B&amp;amp;D ExD-37, a civilian flare launcher and is equipped with a SIG Romeo 5 red dot sight. It fires two high-explosive rounds from a superimposed Metal Storm style cartridge.&lt;br /&gt;
[[File:ExD-37.jpg|thumb|none|450px|Bates &amp;amp; Dittus ExD-37 - 37mm]]&lt;br /&gt;
&lt;br /&gt;
===Carl Gustaf M4===&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Recoilless M5&amp;quot; for the Engineer class (in early builds it was named the &amp;quot;Carl Gustaf M5&amp;quot;, but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.&lt;br /&gt;
&lt;br /&gt;
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default. &lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:BF2042CARLG-01.JPG|thumb|none|600px|The M4 in the reveal trailer, used by a pilot executing the infamous &amp;quot;Rendezook&amp;quot; move. The definition of &amp;quot;air-to-air missile&amp;quot; has changed by 2042.]]&lt;br /&gt;
[[File:BF42 CG M4 (1).jpg|thumb|none|600px|Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads &amp;quot;UNKNOWN.&amp;quot;]]&lt;br /&gt;
[[File:BF42 CG M4 (2).jpg|thumb|none|600px|Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.]]&lt;br /&gt;
[[File:BF42 CG M4 (3).jpg|thumb|none|600px|Looking through the smart scope - it would probably be helpful if the range was visible here as well.]]&lt;br /&gt;
[[File:BF42 CG M4 (4).jpg|thumb|none|600px|Popping open the breech after firing the M4.]]&lt;br /&gt;
[[File:BF42 CG M4 (5).jpg|thumb|none|600px|Removing the spent casing.]]&lt;br /&gt;
[[File:BF42 CG M4 (6).jpg|thumb|none|600px|Dropping in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 G1===&lt;br /&gt;
A [[CZ 805 G1]] grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing. &lt;br /&gt;
[[File:CZ 805 G1 Stand-Alone.jpg|thumb|none|450px|CZ 805 G1 - 40x46mm]]&lt;br /&gt;
[[File:BF42 805 G1 (1).jpg|thumb|none|600px|Previewing the CZ 805 G1.]]&lt;br /&gt;
[[File:BF42 CZG (1).jpg|thumb|none|600px|The CZ 805 G1 launcher in hand.]]&lt;br /&gt;
[[File:BF42 CZG (2).jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:BF42 CZG (3).jpg|thumb|none|600px|Removing the used casing.]]&lt;br /&gt;
[[File:BF42 CZG (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
===FIM-92 Stinger===&lt;br /&gt;
The [[FIM-92 Stinger]] anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the &amp;quot;FIM-33 AA Missile&amp;quot;, and was first seen in the Exodus short film, used by returning character Irish from ''[[Battlefield 4]]''. As of the beta and current release, it is now called the &amp;quot;FXM-33 AA Missile&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is &amp;quot;reloaded&amp;quot; by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).&lt;br /&gt;
&lt;br /&gt;
An unmodified FIM-92 is available in ''Portal'' as part of the legacy ''BF3'' equipment.&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger with IFF interrogator - 70mm]]&lt;br /&gt;
[[File:BF42 FIM-92 (1).jpg|thumb|none|600px|The &amp;quot;FXM-33&amp;quot; in the Gear menu preview.]]&lt;br /&gt;
[[File:BF42 FIM-92 (2).jpg|thumb|none|600px|Shouldering the futurized Stinger.]]&lt;br /&gt;
[[File:BF42 FIM-92 (3).jpg|thumb|none|600px|Zooming in on the fuel tank.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (1).jpg|thumb|none|600px|The original FIM-92 Stinger in the ''Portal'' Gear screen.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (4).jpg|thumb|none|600px|Looking skyward with the Stinger.]]&lt;br /&gt;
[[File:BFPortal FIM-92 (5).jpg|thumb|none|600px|The Season 3 update changed the sighting system to a more accurate rendition of the Stinger's sights.]]&lt;br /&gt;
&lt;br /&gt;
===FB GP===&lt;br /&gt;
The [[FB GP]] underbarrel grenade launcher can be mounted on the MCX-SPEAR, &amp;quot;AC-42&amp;quot;, DDM4, RM277, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.&lt;br /&gt;
[[File:Grot-gp.jpg|thumb|none|450px|GP (original design) mounted on a [[FB MSBS Grot#FB MSBS Grot B|Grot B16 FB-A0]] - 40x46mm &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF42 FB GP (1).jpg|thumb|none|600px|The FB GP mounted under the TRG M10 (!).]]&lt;br /&gt;
[[File:BF42 FB GP (2).jpg|thumb|none|600px|Holding an MCX-SPEAR equipped with the FB GP.]]&lt;br /&gt;
[[File:BF42 FB GP (3).jpg|thumb|none|600px|Using the GP.]]&lt;br /&gt;
[[File:BF42 FB GP (4).jpg|thumb|none|600px|The zoomed-in ADS view.]]&lt;br /&gt;
[[File:BF42 FB GP (5).jpg|thumb|none|600px|Dumping out a spent HEDP shell.]]&lt;br /&gt;
[[File:BF42 FB GP (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===FN EGLM===&lt;br /&gt;
An [[FN EGLM]] is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.&lt;br /&gt;
[[File:Mk13 (Mk17).jpg|thumb|none|450px|FN MK 13 EGLM mounted on a [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] - 40mm]]&lt;br /&gt;
[[File:BF42 EGLM (1).jpg|thumb|none|600px|The Mk 13 EGLM in use under the SCAR-H.]]&lt;br /&gt;
[[File:BF42 EGLM (2).jpg|thumb|none|600px|Aiming the device in typical FPS style.]]&lt;br /&gt;
[[File:BF42 EGLM (3).jpg|thumb|none|600px|Dumping out a spent casing.]]&lt;br /&gt;
[[File:BF42 EGLM (4).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
===GP-30M===&lt;br /&gt;
The [[GP-30M]] can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in ''Portal''.&lt;br /&gt;
[[File:Russian GP-30 40mm caseless grenade launcher &amp;amp; grenades.jpg|thumb|none|350px|GP-30M - 40mm]]&lt;br /&gt;
[[File:GP30M BF2042menu.jpg|thumb|none|600px|The GP-30M in the weapon customization menu.]]&lt;br /&gt;
[[File:BF42 GP-30 (1).jpg|thumb|none|600px|The GP-30M on a customized AK-12.]]&lt;br /&gt;
[[File:BF42 GP-30 (2.1).jpg|thumb|none|600px|The GP-30, active.]]&lt;br /&gt;
[[File:BF42 GP-30 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BF42 GP-30 (4).jpg|thumb|none|600px|Reloading a caseless grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM25===&lt;br /&gt;
Season 3 Specialist Rasheed Zain uses an &amp;quot;XM370A&amp;quot; airburst grenade launcher as his gadget, which appears as a resurrected, futurized [[Heckler &amp;amp; Koch XM25]], previously featured and functions similarly to its ''[[Battlefield 4]]'' incarnation. The only main divergence is the XM370A has five-round magazines, and doesn't +1 in the chamber.&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm]]&lt;br /&gt;
[[File:BF42 XM25 (1).jpg|thumb|none|600px|The XM25 in Zain's hands.]]&lt;br /&gt;
[[File:BF42 XM25 (3).jpg|thumb|none|600px|Removing a magazine of 25mm shells, as with ''BF4'', the empty magazine is still shown with loaded rounds.]]&lt;br /&gt;
[[File:BF42 XM25 (4).jpg|thumb|none|600px|Tapping in the newly-inserted magazine.]]&lt;br /&gt;
[[File:BF42 XM25 (5).jpg|thumb|none|600px|Pulling the front charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===Nammo Scalable Offensive Hand Grenade===&lt;br /&gt;
A futuristic hand grenade that heavily resembles the [[Nammo Scalable Offensive Hand Grenade]] (SOHG) appears as the default fragmentation grenade in the 2042-era.&lt;br /&gt;
&lt;br /&gt;
[[File:Nammo SOHG.jpg|thumb|200px|none|Nammo Scalable Offensive Hand Grenade]]&lt;br /&gt;
[[File:BF42 SOHG (1).jpg|thumb|none|600px|The SOHG-style frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BF42 SOHG (2).jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:BF42 SOHG (3).jpg|thumb|none|600px|A new detail introduced in ''BF2042'' is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy ''Portal'' grenades.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
Sundance's Scatter grenade gadget appears to be several [[V40 Mini Grenade]]s tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown. &lt;br /&gt;
[[File:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
[[File:BF42 Minifrag (1).jpg|thumb|none|600px|Looking at a smartphone ad with a smart grenade in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
===Browning M2 QCB===&lt;br /&gt;
The [[Browning M2 QCB]] is mounted on various vehicles and robots. &lt;br /&gt;
[[File:M2A2.jpg|thumb|none|450px|Browning M2 QCB - .50 BMG]]&lt;br /&gt;
[[File:Bf2042rangerofficialscreenshot.jpg|thumb|none|600px|A &amp;quot;Ranger&amp;quot; quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.]]&lt;br /&gt;
[[File:Bf2042 beta ranger.jpg|thumb|none|600px|Two Rangers in the beta.]]&lt;br /&gt;
[[File:BF2042M2-01.JPG|thumb|none|600px|Several Browning M2s in the trailer, mounted on some tanks.]]&lt;br /&gt;
[[File:M1a5 mw bf2042beta.jpg|thumb|none|600px|Mounted on the futuristic &amp;quot;M1A5&amp;quot; Abrams tank in the beta, which is basically an M1A2 with applique armor on the turret front and sides in the same vein as the Leopard 2A5 (and subsequent variants) to make it look like a Merkava Mk.4.]]&lt;br /&gt;
[[File:T14 bf2042 beta m2.jpg|thumb|none|600px|Strangely mounted on the &amp;quot;T-28U&amp;quot; (in-game future variant of the T-14 Armata) in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Dillon Aero M134 Minigun===&lt;br /&gt;
Dual [[M134 Minigun]]s appears mounted on the &amp;quot;MD540 Nightbird&amp;quot; helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the &amp;quot;MV38-Condor&amp;quot; transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle. Specialist Charlie Crawford has access to a tripod-mounted M134 with a bulletproof shield surrounding it that is referred to as the &amp;quot;Mounted Vulcan,&amp;quot; a reference to the far larger 20mm [[M61 Vulcan]] that the Minigun is a scaled-down version of.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BF2042M134-01.JPG|thumb|none|600px|One of a pair of Dillon Aero M134s mounted on a scout chopper.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-22/A===&lt;br /&gt;
The &amp;quot;F-35E Panther&amp;quot; (a 2042-era updated F-35B Lightning II variant) uses the [[General Dynamics GAU-12/U|General Dynamics GAU-22/A]] in a correct underslung gun pod.&lt;br /&gt;
[[File:F-35 GAU-22A.jpg|thumb|none|400px|General Dynamics GAU-22/A - 25x137mm]]&lt;br /&gt;
[[File:BF42 GAU-22A (1).jpg|thumb|none|600px|Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric M61 Vulcan===&lt;br /&gt;
The GE [[M61 Vulcan]] is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:BF2042 Portal Noshahr promo.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BF2042 CIWS (1).jpg|thumb|none|600px|A CIWS turret atop the &amp;quot;MFS-04 Exodus&amp;quot; destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.]]&lt;br /&gt;
[[File:BFPortal C-RAM (1).jpg|thumb|none|600px|A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.]]&lt;br /&gt;
[[File:BFPortal FA-18E (1).jpg|thumb|none|600px|The two F/A-18E Super Hornets on the improvised air strip in the same area.]]&lt;br /&gt;
[[File:BFPortal FA-18E (2).jpg|thumb|none|600px|Firing the F/A-18E's M61A2.]]&lt;br /&gt;
&lt;br /&gt;
===ZU-23-2===&lt;br /&gt;
[[ZU-23]] are mounted onto the &amp;quot;EBAA Wildcat&amp;quot; which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a &amp;quot;40mm cannon&amp;quot; or &amp;quot;57mm cannon&amp;quot; as alternates to the &amp;quot;AA double cannon&amp;quot;.&lt;br /&gt;
[[File:ZU-23.jpg|thumb|none|450px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[File:Bf2042betazu2301.jpg|thumb|none|600px|The ZU-23-2 firing. Note the empty casings ejecting.]]&lt;br /&gt;
[[File:Bf2042betazu2302.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-1===&lt;br /&gt;
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from ''Battlefield 3'' is included in the Portal mode. Both feature the [[Gryazev-Shipunov GSh-30-1]] autocannon.&lt;br /&gt;
[[File:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-1 (1).jpg|thumb|none|600px|Inspecting the GSh-30-1 on the Su-35 in ''Portal'' - it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.]]&lt;br /&gt;
&lt;br /&gt;
===M230 Chain Gun===&lt;br /&gt;
The 2042-era futurized &amp;quot;AH-64GX Apache Warchief&amp;quot; and the AH-64D Longbow in BF Portal content have the [[M230 Chain Gun]] as secondary armament used by the gunner position. &lt;br /&gt;
[[File:Hughes-M230-Chain-Gun3.jpg‎|thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:BFPortal M230 (1).jpg|thumb|none|600px|Inspecting the M230 on the AH-64 in Caspian Border. Currently, ''Portal'' lacks the actual USMC helicopters for its legacy ''Battlefield 3'' content.]]&lt;br /&gt;
&lt;br /&gt;
===Shipunov 2A42===&lt;br /&gt;
The Kamov &amp;quot;Ka-520 Super Hokum&amp;quot; and the legacy content Mil Mi-28N and BMP-2 all have [[Shipunov 2A42]] autocannons. A &amp;quot;BMD-3&amp;quot; was introduced for the ''Bad Company 2'' Russian faction, though the model is actually a BMD-4.&lt;br /&gt;
[[File:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:BF2042 Portal Caspian promo.jpg|thumb|none|600px|An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.]]&lt;br /&gt;
[[File:BFPortal 2A42 (1).jpg|thumb|none|600px|The 2A42 autocannon on a landed Mi-28N.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (1).jpg|thumb|none|600px|The BMD-4 in the ''Portal'' vehicles preview.]]&lt;br /&gt;
[[File:BFPortal BMD-4 (2).jpg|thumb|none|600px|Inspecting the turret in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===&amp;quot;Rorsch Mk-4&amp;quot; Railgun===&lt;br /&gt;
The successor to ''[[Battlefield 4]]'''s Final Stand's Mk-1, the Mk-4 appears in Season 3, this time as a mag-fed, bullpup railgun.&lt;br /&gt;
&lt;br /&gt;
The Mk-4 functions as a jack-of-all-trades weapon through its underbarrel battery system. The battery can be changed in the Plus system to utilize full-auto with low energy, burst-fire with medium energy, and semi-auto with high speed, high energy projectiles. Equipping its proprietary &amp;quot;NVK-NXT 2x&amp;quot; optic allows for visual cues on charge times.&lt;br /&gt;
[[File:BF42 Rorsch (1).jpg|thumb|none|600px|The Rorsch Mk-4 railgun in hand.]]&lt;br /&gt;
[[File:BF42 Rorsch (2).jpg|thumb|none|600px|Side-view of the Rorsch in the Plus menu. A unique detail is also included: the character removes the battery responsible for the projectiles' movement.]]&lt;br /&gt;
[[File:BF42 Rorsch (4).jpg|thumb|none|600px|Aiming down the unique hybrid optic.]]&lt;br /&gt;
[[File:BF42 Rorsch (5).jpg|thumb|none|600px|Pressing a button prior to reloading.]]&lt;br /&gt;
[[File:BF42 Rorsch (6).jpg|thumb|none|600px|Removing a magazine of sabot rounds.]]&lt;br /&gt;
[[File:BF42 Rorsch (7).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 Rorsch (8).jpg|thumb|none|600px|Turning the gun on.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;S21 Syrette Pistol&amp;quot;===&lt;br /&gt;
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the [[Pneu Dart X-2 Tranquilizer Pistol]], though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.&lt;br /&gt;
[[File:PneuX2.jpg|thumb|none|350px|Pneu Dart X-2]]&lt;br /&gt;
[[File:BF42 S21 (1).jpg|thumb|none|600px|The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.]]&lt;br /&gt;
[[File:BF42 S21 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BF42 S21 (3).jpg|thumb|none|600px|Removing a used cylinder of healing darts.]]&lt;br /&gt;
[[File:BF42 S21 (4).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 S21 (5).jpg|thumb|none|600px|Locking the dart in place with the knob.]]&lt;br /&gt;
[[File:BF2042Unknown-01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Battlefield Portal=&lt;br /&gt;
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, ''BF1942'' weapons have access to some vintage optical sights, mostly ported from ''Battlefield V'' (including the Nydar sight).&lt;br /&gt;
&lt;br /&gt;
Nearing the end of Season 4 in preparation for Season 5, various Vault Weapons can accept attachments from the main 2042 ''All-Out Warfare'' mode.&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Beretta 93R(*)===&lt;br /&gt;
The &amp;quot;M93R&amp;quot; returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and it is available for 2042 multiplayer as of Update 3.1. This time it is an actual [[Beretta 93R]] instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93R BF2042menu.jpg|thumb|none|600px|The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.]]&lt;br /&gt;
[[File:BFPortal 93R (1).jpg|thumb|none|600px|Inspecting the porta-johns out at the border outpost in Arica with the 93R.]]&lt;br /&gt;
[[File:BFPortal 93R (2).jpg|thumb|none|600px|Getting a view of the Raffica's sights.]]&lt;br /&gt;
[[File:BFPortal 93R (3).jpg|thumb|none|600px|Beginning a mag swap.]]&lt;br /&gt;
[[File:BFPortal 93R (4).jpg|thumb|none|600px|Wrapping up a reload while retaining the first magazine.]]&lt;br /&gt;
[[File:BFPortal 93R (5).jpg|thumb|none|600px|Loading the Beretta from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
The [[M1911A1]] returns as an available sidearm for ''1942'' and ''Bad Company 2'' factions, with the ''1942'' variant slightly more worn than its ''BC2'' counterpart.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BF2042 Portal 1911A1.jpg|thumb|none|600px|The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.]]&lt;br /&gt;
[[File:BFPortal M1911 (1).jpg|thumb|none|600px|An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1911 (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:BFPortal M1911 (3).jpg|thumb|none|600px|Reloading in the same manner as the base game's Glock pistol.]]&lt;br /&gt;
[[File:BFPortal M1911 (4).jpg|thumb|none|600px|About to put away the used .45 mag.]]&lt;br /&gt;
[[File:BFPortal M1911 (5).jpg|thumb|none|600px|On empty, the user glances at the chamber and then flicks out the empty magazine.]]&lt;br /&gt;
[[File:BFPortal M1911 (6).jpg|thumb|none|600px|Sliding in a fresh mag from empty.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MEU(SOC)&amp;quot;(*)===&lt;br /&gt;
A modern [[M1911]] variant is available to the ''Battlefield 3'' factions, apparently standing in for the actual [[MEU(SOC)]] that was originally used in ''BF3'', and as of Update 2.1, also available for 2042 multiplayer. It resembles either a stainless [[Kimber Target II]] or [[Springfield Armory Loaded]], given the finish, adjustable target rear sight, and grip panels.&lt;br /&gt;
[[File:KimberSSTargetII.jpg‎ |thumb|350px|none|Kimber Stainless Target II - .45 ACP]]&lt;br /&gt;
[[File:SpringfieldM1911A1Loaded.jpg|thumb|none|350px|Springfield Armory Loaded - .45 ACP]]&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|An actual MEU(SOC) for comparison - .45 ACP]]&lt;br /&gt;
[[File:BFPortal M45 (1).jpg|thumb|none|600px|A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.]]&lt;br /&gt;
[[File:BFPortal M45 (2).jpg|thumb|none|600px|The modernized 1911 out on the Noshahr tracks.]]&lt;br /&gt;
[[File:BFPortal M45 (3).jpg|thumb|none|600px|Aiming with the aid of the illuminated sights.]]&lt;br /&gt;
[[File:BFPortal M45 (4).jpg|thumb|none|600px|Beginning a tactical reload - here, &amp;quot;.45 ACP M1911A1&amp;quot; can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some [[Para-Ordnance]] variants.]]&lt;br /&gt;
[[File:BFPortal M45 (5).jpg|thumb|none|600px|Inserting another magazine from empty.]]&lt;br /&gt;
[[File:BFPortal M45 (6).jpg|thumb|none|600px|About to thumb the slide back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===MP-412 REX(*)===&lt;br /&gt;
The [[MP-412 REX]] revolver returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for No-Pats in 2042 as of Update 2.2.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:MP412Rex BF2042menu.jpg|thumb|none|600px|The MP-412 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-412 (1).jpg|thumb|none|600px|Holding the MP-412 REX revolver.]]&lt;br /&gt;
[[File:BFPortal MP-412 (2).jpg|thumb|none|600px|Aiming the REX.]]&lt;br /&gt;
[[File:BFPortal MP-412 (3).jpg|thumb|none|600px|Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.]]&lt;br /&gt;
[[File:BFPortal MP-412 (4).jpg|thumb|none|600px|Right-handing in a speedloader.]]&lt;br /&gt;
[[File:BFPortal MP-412 (5).jpg|thumb|none|600px|Rather dramatically flinging the REX shut. It also allows for a rare revolver spin as an Easter Egg animation.]]&lt;br /&gt;
&lt;br /&gt;
===MP-443 Grach(*)===&lt;br /&gt;
The [[MP-443 Grach]] returns as an available sidearm for ''Bad Company 2'' and ''Battlefield 3'' factions, and for ''2042'' multiplayer as of Update 4.1. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games. &lt;br /&gt;
[[File:MP433Grach.jpg|thumb|none|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[File:MP443 BF2042menu.jpg|thumb|none|600px|The Grach in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP-443 (1).jpg|thumb|none|600px|A US Army Recon armed with the MP-443 out in Valparaiso.]]&lt;br /&gt;
[[File:BFPortal MP-443 (2).jpg|thumb|none|600px|Sighting in the Grach with its illuminated sights.]]&lt;br /&gt;
[[File:BFPortal MP-443 (3).jpg|thumb|none|600px|Performing a tactical reload. A rare animation can occur where the pistol is put upside down as a new magazine gets inserted.]]&lt;br /&gt;
[[File:BFPortal MP-443 (4).jpg|thumb|none|600px|About to dump out the magazine upon emptying the pistol.]]&lt;br /&gt;
[[File:BFPortal MP-443 (5).jpg|thumb|none|600px|Thumbing the slide release at the end of the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tracer Dart Gun&amp;quot;(*)===&lt;br /&gt;
The fictional &amp;quot;Tracer Dart Gun&amp;quot; from ''Bad Company 2'' returns as a sidearm for ''Bad Company 2'' factions, and is available for Recon Specialists as of Update 3.2. &lt;br /&gt;
[[File:BF2042 Portal tracergun.jpg|thumb|none|600px|Espinoza with the Tracer Dart Gun.]]&lt;br /&gt;
[[File:BF2042 Portal Tracergun Fire.jpg|thumb|none|600px|Espinoza using the Tracer Dart Gun.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38===&lt;br /&gt;
The [[Walther P38]] returns as an available sidearm for ''1942'' factions.&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|400px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:P38 BF2042menu.jpg|thumb|none|600px|The P38 in the Portal loadout creation menu.]]&lt;br /&gt;
[[File:BFPortal P38 (1).jpg|thumb|none|600px|A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal P38 (2).jpg|thumb|none|600px|Aiming the Walther - the hammer is uncocked and never moves.]]&lt;br /&gt;
[[File:BFPortal P38 (3).jpg|thumb|none|600px|Reloading the P38.]]&lt;br /&gt;
[[File:BFPortal P38 (4).jpg|thumb|none|600px|The magazines also appear to be completely empty.]]&lt;br /&gt;
[[File:BFPortal P38 (5).jpg|thumb|none|600px|Loading the pistol from empty.]]&lt;br /&gt;
[[File:BFPortal P38 (6).jpg|thumb|none|600px|Interupting the empty reload also results in the hammer disappearing entirely.]]&lt;br /&gt;
&lt;br /&gt;
===Webley Mk VI===&lt;br /&gt;
The [[Webley Mk VI]] returns as an available sidearm for ''1942'' factions as of Update 3.1.2.&lt;br /&gt;
[[File:Webley_Mk_VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley.]]&lt;br /&gt;
[[File:BFPortal Webley (1).jpg|thumb|none|600px|The Webley Mk VI in hand.]]&lt;br /&gt;
[[File:BFPortal Webley (2).jpg|thumb|none|600px|View of the revolver from the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal Webley (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal Webley (4).jpg|thumb|none|600px|The tracking of fired rounds functions properly, as it did in previous games and with the Taurus M44 and the MP412 REX. The Webley shares animations with the REX.]]&lt;br /&gt;
[[File:BFPortal Webley (5).jpg|thumb|none|600px|Inserting new .455 bullets.]]&lt;br /&gt;
[[File:BFPortal Webley (6).jpg|thumb|none|600px|Ready to flick it shut for the next six shots. Like the REX, the Mk VI can have a rare spin animation upon closing.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===FN P90 TR(*)===&lt;br /&gt;
The [[FN P90 TR]] returns as an available submachine gun for ''Battlefield 3'' factions. As of Update 2.1, the P90 is now available in regular 2042 multiplayer. It has markings on the side of the receiver that state &amp;quot;Freedom National Boston MERICA&amp;quot; on the nameplate, with an inscription beneath of &amp;quot;FNB UGA LOS ANGELES CA&amp;quot; and &amp;quot;RESTRICTED LAW ENFORCEMENT/GOVERNMENT USE ONLY.&amp;quot;&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[File:BFPortal P90 (1).jpg|thumb|none|600px|Spawning in with the P90 - the user chambers the P90 ''Hardline'' style with his palm up.]]&lt;br /&gt;
[[File:BFPortal P90 (2).jpg|thumb|none|600px|The P90 out next to a T-90A MBT.]]&lt;br /&gt;
[[File:BFPortal P90 (3).jpg|thumb|none|600px|It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.]]&lt;br /&gt;
[[File:BFPortal P90 (4).jpg|thumb|none|600px|Reloading the dorsal magazine.]]&lt;br /&gt;
[[File:BFPortal P90 (5).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] returns as an available submachine gun for ''1942'' and ''Bad Company 2'' factions - note that while Bad Company 2 featured a weapon ''named'' the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called &amp;quot;Thompson&amp;quot;; its in-game description misidentifies it as an M1928A1.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:Thompson BF2042menu.jpg|thumb|none|600px|The M1A1 Thompson in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|A bewildered US soldier armed with his M1A1 Thompson in the future.]]&lt;br /&gt;
[[File:MFPThompson.JPG|thumb|none|600px|Espinoza holding an M1A1 Thompson.]]&lt;br /&gt;
[[File:BFPortal M1A1 (0).jpg|thumb|none|600px|Locking the Thompson's bolt back after spawning-in.]]&lt;br /&gt;
[[File:BFPortal M1A1 (1).jpg|thumb|none|600px|The Thompson out on an Allied airstrip in Egypt.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 irons.jpg|thumb|none|600px|Aiming with the M1A1 style iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r1.jpg|thumb|none|600px|Reloading the Thompson in a more tacticool manner compared to its previous ''Battlefield'' appearances. The .45 rounds can be seen stacked inside the magazine.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 r2.jpg|thumb|none|600px|The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to ''Hardline''.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] returns as an available submachine gun for ''1942'' factions.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:MP40 BF2042menu.jpg|thumb|none|600px|The MP40 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal MP40 (1).jpg|thumb|none|600px|Holding the MP40 submachine gun.]]&lt;br /&gt;
[[File:BFPortal MP40 (2).jpg|thumb|none|600px|Aiming with the wide rear notch and fully visible front sight + hood.]]&lt;br /&gt;
[[File:BFPortal MP40 (3).jpg|thumb|none|600px|Performing a tactical reload with both 32-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal MP40 (4).jpg|thumb|none|600px|Performing the typical bolt lock-back when empty.]]&lt;br /&gt;
[[File:BFPortal MP40 (5).jpg|thumb|none|600px|Loading in a new mag before sending the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===PP-2000(*)===&lt;br /&gt;
The [[PP-2000]] returns as an available submachine gun for ''Bad Company 2'' and ''Battlefield 3'' factions. It is also available for ''2042'' multiplayer as of Update 3.2.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[File:BFPortal PP-2000 (1).jpg|thumb|none|600px|Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (2).jpg|thumb|none|600px|Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (3).jpg|thumb|none|600px|Aiming with a notch sight mounted at the front of the top rail.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (4).jpg|thumb|none|600px|Reloading with the default 20-round mag.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFPortal PP-2000 (6).jpg|thumb|none|600px|Loading in an extended 44-rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk II===&lt;br /&gt;
The [[Sten Mk II]] returns as an available submachine gun for ''1942'' factions as of Update 3.1.2. &lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Browning Auto-5===&lt;br /&gt;
The [[Browning Auto-5]] returns with the same &amp;quot;12g Automatic&amp;quot; name from ''Battlefield 1'' and ''V'' for ''1942'' factions as of Update 3.1.2. Like its original incarnation, it fires at a slow rate of fire.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Franchi SPAS-12===&lt;br /&gt;
The [[SPAS-12]] returns as an available shotgun for ''Bad Company 2'' and ''Battlefield 3'' factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with ''BF3'') capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games, and can now fire in semiauto and pump-action modes.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:BF2042 Portal SPAS12.jpg|thumb|600px|none|The SPAS-12 in the Portal reveal trailer.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (1).jpg|thumb|none|600px|Chambering the SPAS upon deployment.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (2).jpg|thumb|none|600px|Holding the SPAS-12 at the hip.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.]]&lt;br /&gt;
[[File:BFPortal SPAS-12 (5).jpg|thumb|none|600px|Thumbing in another shell. As with the previous games, the player never touches the carrier latch release button, which would make it impossible to load new shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
===M26 Modular Accessory Shotgun System===&lt;br /&gt;
Update 2.1 brought back the [[M26 MASS]] for the ''Battlefield 3'' Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|none|450px|M26 MASS mounted on M4 carbine - 12 gauge]]&lt;br /&gt;
[[File:BFPortal M26 MASS (1).jpg|thumb|none|600px|The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (2).jpg|thumb|none|600px|An M16 with an EOTech sight and the M26.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (3).jpg|thumb|none|600px|Enabling the M26 involves flicking out the bolt handle, like in the original games.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (4).jpg|thumb|none|600px|It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (5).jpg|thumb|none|600px|Cycling the MASS.]]&lt;br /&gt;
[[File:BFPortal M26 MASS (6).jpg|thumb|none|600px|Reloading is done in ''Portal'''s rather typical janky fashion.]]&lt;br /&gt;
&lt;br /&gt;
===SWD/Cobray Street Sweeper===&lt;br /&gt;
''Battlefield 3'''s &amp;quot;DAO-12&amp;quot; returns under the same name, and appears to be a [[SWD/Cobray Street Sweeper]] based on the winding knob.  &lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|450px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:BFPortal Sweeper (1).jpg|thumb|none|600px|The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.]]&lt;br /&gt;
[[File:BFPortal Sweeper (0).jpg|thumb|none|600px|Spawning in with the &amp;quot;DAO-12&amp;quot; shows the stock being rapidly deployed.]]&lt;br /&gt;
[[File:BFPortal Sweeper (2).jpg|thumb|none|600px|The Street Sweeper in the USMC base on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal Sweeper (3).jpg|thumb|none|600px|Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.]]&lt;br /&gt;
[[File:BFPortal Sweeper (4).jpg|thumb|none|600px|Reloading the drum with a 12 gauge shell.]]&lt;br /&gt;
[[File:BFPortal Sweeper (5).jpg|thumb|none|600px|Moving to wind the key, akin to ''BF4''. Unlike ''BF4'', the drum is correctly rotated counter-clockwise instead of clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===5.56A-91(*)===&lt;br /&gt;
The [[5.56A-91]] returns as an available carbine for ''Batlefield 3'' factions, and is available in All-Out Warfare as part of Season 3's Vault Weapons.&lt;br /&gt;
[[File:A91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[File:BFPortal A-91 (1).jpg|thumb|none|600px|The 5.56 A-91 as seen in the ''BF3'' weapons menu. It has the standard style of KBP grip compared to the original game's model.]]&lt;br /&gt;
[[File:BFPortal A-91 (2).jpg|thumb|none|600px|Charging the A-91 initially.]]&lt;br /&gt;
[[File:BFPortal A-91 (3).jpg|thumb|none|600px|Holding the carbine at the central Caspian control point.]]&lt;br /&gt;
[[File:BFPortal A-91 (4).jpg|thumb|none|600px|Aiming the A-91.]]&lt;br /&gt;
[[File:BFPortal A-91 (5).jpg|thumb|none|600px|Reloading - the animations appear to be the same from the &amp;quot;AC-42.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal A-91 (6).jpg|thumb|none|600px|Tossing out the spent mag when empty.]]&lt;br /&gt;
[[File:BFPortal A-91 (7).jpg|thumb|none|600px|Rechambering the A-91.]]&lt;br /&gt;
&lt;br /&gt;
===AEK-971(*)===&lt;br /&gt;
The [[AEK-971]] has been introduced as part of Season 2 content, available under both its ''Bad Company'' and ''BF3'' style incarnations for each versions' style of content. As of Update 4.1, the BF3 version is now available for ''2042'' multiplayer. When mounting optics, it uses a special mount based on AK platform mounts for optics.&lt;br /&gt;
[[File:AEK-971 left side.jpg|thumb|none|450px|Pre-production AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:aek971_545.jpg|thumb|none|450px|AEK-971 - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AEK-971 (1).jpg|thumb|none|600px|The prototype style AEK-971 of the ''Bad Company'' series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (2).jpg|thumb|none|600px|The black ''Battlefield 3'' AEK-971. Compared to the model seen in ''BF3'' and ''BF4'', this model does have the correct style of wire stock.]]&lt;br /&gt;
[[File:BF42 AEK (1).jpg|thumb|none|600px|The prototype AEK-971 in hand.]]&lt;br /&gt;
[[File:BF42 AEK (2).jpg|thumb|none|600px|Plus view of the prototype.]]&lt;br /&gt;
[[File:BF42 AEK (3).jpg|thumb|none|600px|Aiming with the prototype's sights - the front sight post is barely visible.]]&lt;br /&gt;
[[File:BF42 AEK (4).jpg|thumb|none|600px|Tactically reloading the AEK - both models follow the same animation.]]&lt;br /&gt;
[[File:BF42 AEK (5).jpg|thumb|none|600px|Reloading the AEK from empty.]]&lt;br /&gt;
[[File:BF42 AEK (6).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BF42 AEK (7).jpg|thumb|none|600px|Chambering with the right hand, similar to ''BF4''.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (3).jpg|thumb|none|600px|A USMC Support with the black ''BF3'' AEK-971.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (4).jpg|thumb|none|600px|This variant has a red marking on the rear sight, and a thicker front sight post.]]&lt;br /&gt;
[[File:BFPortal AEK-971 (5).jpg|thumb|none|600px|Customization view of the AEK-971. It shares the same animations with the ''Bad Company'' variant.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U(*)===&lt;br /&gt;
''Bad Company 2'' and ''Battlefield 3'' Engineer kits have access to the [[AKS-74U]] - in ''BC2'', Engineers carried submachine guns or compact carbines, and ''BF3'' Engineers carried carbines by default. It was added to All-Out Warfare as of Season 2 and is oddly classed under the SMG category (Soviet style), though this might be to due to the similar AM-17 already being classified in 2042's rifle category.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:BFPortal AKS-74U (1).jpg|thumb|none|600px|Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (2).jpg|thumb|none|600px|Patrolling just beyond the border checkpoint with the AKS-74U.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (3).jpg|thumb|none|600px|Aiming reveals a fairly accurate sight picture, with the correct orange п (&amp;quot;''постоянная''&amp;quot;; &amp;quot;constant&amp;quot;) on the rear sight.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (4).jpg|thumb|none|600px|Reloading the AKS-74U with classic orange bakelite resin magazines.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (5).jpg|thumb|none|600px|Beginning a reload from empty.]]&lt;br /&gt;
[[File:BFPortal AKS-74U (6).jpg|thumb|none|600px|Charging with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===AN-94===&lt;br /&gt;
The [[AN-94]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. It correctly features its reciprocating barrel, canted magazine, and accurate hyperburst rate of fire akin to BF4. It also features its unique two-round hyperburst when firing in full auto, a mandatory feature of the AN-94 that was added in Update 4.2.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:An94 BF2042menu.jpg|thumb|none|600px|The AN-94 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal AN-94 (1).jpg|thumb|none|600px|The AN-94 in first-person.]]&lt;br /&gt;
[[File:BFPortal AN-94 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFPortal AN-94 (3).jpg|thumb|none|600px|Performing a tactical reload with both 5.45 mags pressed together.]]&lt;br /&gt;
[[File:BFPortal AN-94 (4).jpg|thumb|none|600px|On empty, the Assault grabs the fresh magazine first and then flicks out the old one.]]&lt;br /&gt;
[[File:BFPortal AN-94 (5).jpg|thumb|none|600px|Pulling the charging handle underhanded, just like the base game's AK-12.]]&lt;br /&gt;
&lt;br /&gt;
===AS Val===&lt;br /&gt;
The [[AS Val]] returns for ''Battlefield 3'' factions, as in that game classed as a &amp;quot;PDW&amp;quot; or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:BFPortal AS Val (1).jpg|thumb|none|600px|Unfolding out the AS Val's stock upon spawning.]]&lt;br /&gt;
[[File:BFPortal AS Val (2).jpg|thumb|none|600px|Holding the Val under the lightpost for some better lighting.]]&lt;br /&gt;
[[File:BFPortal AS Val (3).jpg|thumb|none|600px|ADS of the Val.]]&lt;br /&gt;
[[File:BFPortal AS Val (4).jpg|thumb|none|600px|Performing a mag swap with the short magazines.]]&lt;br /&gt;
[[File:BFPortal AS Val (5).jpg|thumb|none|600px|Loading in a extended magazine from empty.]]&lt;br /&gt;
[[File:BFPortal AS Val (6).jpg|thumb|none|600px|Working the action back with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901(*)===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; returns as an available assault rifle for the ''Battlefield 3'' factions. This time, it is actually modeled after a select-fire [[M16A4|Colt Model 901]] (marketed as an M16A3) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 below and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.&lt;br /&gt;
&lt;br /&gt;
As of Season 2, the M16A3 can be unlocked for use in regular ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A3 BF2042menu.jpg|thumb|none|600px|The M16A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn2.jpg|thumb|none|600px|Spawning in, a BF3 US Marine pulls the charging handle on his rifle...]]&lt;br /&gt;
[[File:BF2042PortalM16A3Spawn1.jpg|thumb|none|600px|...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.]]&lt;br /&gt;
[[File:BF2042PortalM16A31.jpg|thumb|none|600px|Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.]]&lt;br /&gt;
[[File:BF2042PortalM16A33.jpg|thumb|none|600px|Aiming down its iron sights. The elevation notch has a silver sharpie marking for zeroing reference, a nice detail.]]&lt;br /&gt;
[[File:BF2042PortalM16A36.jpg|thumb|none|600px|In the Crysis 2 style customization menu, giving a nice profile view of the rifle.]]&lt;br /&gt;
[[File:BF2042PortalM16A32.jpg|thumb|none|600px|Firing. Note that the empty casings appear to spawn from the barrel.]]&lt;br /&gt;
[[File:BF2042PortalM16A34.jpg|thumb|none|600px|Sandwiching magazines while performing a tactical reload.]]&lt;br /&gt;
[[File:BF2042PortalM16A35.jpg|thumb|none|600px|Smacking the bolt release while performing a full reload.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-H CQC===&lt;br /&gt;
The [[FN SCAR-H CQC]] returns as an available carbine for ''Battlefield 3'' factions. It is a third generation model instead of the first generation model of the original game.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal SCAR (1).jpg|thumb|none|600px|The third-gen take on the ''BF3'' SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the &amp;quot;SFAR&amp;quot; appears to be that the unused charm mount is slightly angled on this model.]]&lt;br /&gt;
[[File:BFPortal SCAR (2).jpg|thumb|none|600px|Charging the SCAR-H faster than the Engineer's hand can render in fully.]]&lt;br /&gt;
[[File:BFPortal SCAR (3).jpg|thumb|none|600px|The SCAR under some moody lighting on Noshahr Canals.]]&lt;br /&gt;
[[File:BFPortal SCAR (4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFPortal SCAR (5).jpg|thumb|none|600px|Performing a regular style reload, the animations are identical to the SFAR.]]&lt;br /&gt;
[[File:BFPortal SCAR (6).jpg|thumb|none|600px|Upon empty the Engineer cants the SCAR over to view the chamber...]]&lt;br /&gt;
[[File:BFPortal SCAR (7).jpg|thumb|none|600px|...reloads with both magazines sandwiched together...]]&lt;br /&gt;
[[File:BFPortal SCAR (8).jpg|thumb|none|600px|...and rechambers by tugging on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 43===&lt;br /&gt;
The [[Gewehr 43]] returns as a semi-auto rifle option for ''1942'' Scouts and Engineers as of Update 3.1.2, with the former sporting a ZF4 optic.&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal G43 (1).jpg|thumb|none|600px|The vanilla Gewehr 43 from the Engineer kit...]]&lt;br /&gt;
[[File:BFPortal G43 (2).jpg|thumb|none|600px|...and the Scout variant with the ZF4 optic mounted.]]&lt;br /&gt;
[[File:BFPortal G43 (3).jpg|thumb|none|600px|View of the G43 in the Plus Menu.]]&lt;br /&gt;
[[File:BFPortal G43 (4).jpg|thumb|none|600px|Aiming down the irons.]]&lt;br /&gt;
[[File:BFPortal G43 (44).jpg|thumb|none|600px|The ZF4's reticle.]]&lt;br /&gt;
[[File:BFPortal G43 (5).jpg|thumb|none|600px|It reloads in the modern tacticool style, with both mags clasped together.]]&lt;br /&gt;
[[File:BFPortal G43 (6).jpg|thumb|none|600px|Unlike ''Battlefield V'', the bolt is hardcoded to lock back when entirely out of ammo.]]&lt;br /&gt;
[[File:BFPortal G43 (7).jpg|thumb|none|600px|Pressing the mag release button to remove a dry magazine...]]&lt;br /&gt;
[[File:BFPortal G43 (8).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFPortal G43 (9).jpg|thumb|none|600px|Racking in the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[G3A3]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. Despite both games featuring the G3A3, the version for ''Bad Company 2'' factions follows that game's lead by just naming it the &amp;quot;G3&amp;quot;. Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:G3A3 BF2042menu.jpg|thumb|none|600px|The G3A3 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal G3A3 (1).jpg|thumb|none|600px|A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.]]&lt;br /&gt;
[[File:BFPortal G3A3 (2).jpg|thumb|none|600px|Aiming with the familiar HK roller-delayed series sights.]]&lt;br /&gt;
[[File:BFPortal G3A3 (3).jpg|thumb|none|600px|Performing a tactical reload with both magazines in hand.]]&lt;br /&gt;
[[File:BFPortal G3A3 (4).jpg|thumb|none|600px|Locking the bolt back upon empty...]]&lt;br /&gt;
[[File:BFPortal G3A3 (5).jpg|thumb|none|600px|...kicking out the old magazine and then replacing it...]]&lt;br /&gt;
[[File:BFPortal G3A3 (6).jpg|thumb|none|600px|...and HK slapping the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] returns as an available assault rifle for ''Bad Company 2'' and ''Battlefield 3'' factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from ''[[Battlefield 4]]'', as opposed to the D10RS from ''[[Battlefield: Bad Company 2|Bad Company 2]]'' and ''[[Battlefield 3]]''. A rare reload shows the HK416 being flipped upside down after flinging a magazine midair, and as of Season 3, is available for ''2042'' factions.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416 BF2042menu.jpg|thumb|none|600px|The HK416 in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal 416 (1).jpg|thumb|none|600px|Charging the HK416 initially...]]&lt;br /&gt;
[[File:BFPortal 416 (2).jpg|thumb|none|600px|...and then the forward assist is given a good smack.]]&lt;br /&gt;
[[File:BFPortal 416 (3).jpg|thumb|none|600px|The 416 inside the well deck of the USS Essex.]]&lt;br /&gt;
[[File:BFPortal 416 (4).jpg|thumb|none|600px|Aiming with the original old pattern of HK-series diopter sights. The ''Portal'' model uses the folding front sight post from ''BF3'' and ''MoH: Warfighter'' rather than the RIS front sight from ''Bad Company 2'' and other titles in the series.]]&lt;br /&gt;
[[File:BFPortal 416 (5).jpg|thumb|none|600px|Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX-SPEAR.]]&lt;br /&gt;
[[File:BFPortal 416 (6).jpg|thumb|none|600px|Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.]]&lt;br /&gt;
[[File:BFPortal 416 (7).jpg|thumb|none|600px|Mashing the bolt release after inserting another.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8]] returns as an available assault rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:Xm8 rightmed.jpg|thumb|none|450px|Older version of Heckler &amp;amp; Koch XM8 - 5.56x45mm]]&lt;br /&gt;
[[File:XM8 BF2042menu.jpg|thumb|none|600px|The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails. The magazine model is now based on Magpul G36 magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (1).jpg|thumb|none|600px|Chambering the XM8 initially.]]&lt;br /&gt;
[[File:BFPortal XM8 (2).jpg|thumb|none|600px|Taking in the local lens flare with the XM8 rifle.]]&lt;br /&gt;
[[File:BFPortal XM8 (3).jpg|thumb|none|600px|Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.]]&lt;br /&gt;
[[File:BFPortal XM8 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:BFPortal XM8 (5).jpg|thumb|none|600px|Inserting one when empty.]]&lt;br /&gt;
[[File:BFPortal XM8 (6).jpg|thumb|none|600px|The user inspects the right side while releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Compact Carbine===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Compact Carbine|Heckler &amp;amp; Koch XM8 Compact Carbine]] returns for ''Bad Company 2'' factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the [[Heckler &amp;amp; Koch XM8 Automatic Rifle]].&lt;br /&gt;
[[File:Xm8ccbutt.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 Compact Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:BFPXM8.JPG|thumb|none|600px|Espinoza holding the XM8 Compact Carbine.]]&lt;br /&gt;
[[File:XM8Compact BF2042menu.jpg|thumb|none|600px|The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts. As with the full size XM8, it uses Magpul G36 magazines instead of transparent mags now.]]&lt;br /&gt;
[[File:BFPortal XM8C (1).jpg|thumb|none|600px|The XM8C out in the Arica port area.]]&lt;br /&gt;
[[File:BFPortal XM8C (2).jpg|thumb|none|600px|The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.]]&lt;br /&gt;
[[File:BFPortal XM8C (3).jpg|thumb|none|600px|Reloading the XM8C.]]&lt;br /&gt;
[[File:BFPortal XM8C (4).jpg|thumb|none|600px|Flicking out an empty mag...]]&lt;br /&gt;
[[File:BFPortal XM8C (5).jpg|thumb|none|600px|...in with a new one, and then releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===IMI MTAR-21(*)===&lt;br /&gt;
The latest 3.2 update adds the [[MTAR-21]] for ''Battlefield 3'' and ''2042'' loadouts.&lt;br /&gt;
[[File:Mtar-21.jpg|thumb|none|450px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M1 Carbine===&lt;br /&gt;
The Season 2 update added an &amp;quot;[[M2 Carbine]]&amp;quot; as part of the ''BF1942'' content set (despite the M2 never appearing in said game); it appears to be a modified version of the ''BFV'' model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an [[M1 Carbine]] instead.&lt;br /&gt;
[[File:M1 Carbine Left.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M2 Carbine.jpg|thumb|none|450px|An actual M2 Carbine, for comparison - .30 Carbine]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (1).jpg|thumb|none|600px|Loadout preview of the &amp;quot;M2&amp;quot; Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (2).jpg|thumb|none|600px|The &amp;quot;M2&amp;quot; Carbine in-game.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (3).jpg|thumb|none|600px|The Carbine's sights.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (4).jpg|thumb|none|600px|Reloading with two thirty-round magazines clasped together.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (5).jpg|thumb|none|600px|Smacking in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M2 Carbine (6).jpg|thumb|none|600px|Pinky-tugging the locked bolt forward; while 30-round M1 Carbine mags do indeed lock open the carbine's bolt, they do so by simply blocking the bolt with the follower, rather than tripping an internal hold-open. As such, the magazine is the only thing actually locking the bolt open, and removing it causes the bolt to immediately drop back into battery instead of staying open the whole time like it does in-game.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] returns as an available rifle for ''1942'' and ''Bad Company 2'' factions. A sniper variant, the M1C Garand, has been added for ''1942'' as of Update 3.1.2.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:M1Garand BF2042menu.jpg|thumb|none|600px|The M1 Garand in the Portal loadout menu.]]&lt;br /&gt;
[[File:BF2042 Portal garand.jpg|thumb|none|600px|Espinoza with a Garand.]]&lt;br /&gt;
[[File:BF2042 Portal M1A1 and Garand.jpg|thumb|none|600px|The soldier running to the left holds a Garand.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (1).jpg|thumb|none|600px|The M1 Garand inside a barracks in the UK base at El Alamein.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (2).jpg|thumb|none|600px|Looking through the Garand's sights.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (3).jpg|thumb|none|600px|Pinging out the en-bloc clip after squeezing eight shoots through the open door.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (4).jpg|thumb|none|600px|Thumbing in a new clip.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (5).jpg|thumb|none|600px|Lastly, the bolt is smacked forward after sticking.]]&lt;br /&gt;
[[File:BFPortal M1 Garand (6).jpg|thumb|none|600px|Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.]]&lt;br /&gt;
[[File:M1C M84 scope.jpg|thumb|none|450px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFPortal M1C Garand.jpg|thumb|none|600px|Preview of the M1C setup.]]&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The [[M16A2]] appears as an available assault rifle for the ''Bad Company 2'' factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 BF2042menu.jpg|thumb|none|600px|The classic M16A2 in all of its late Cold War glory.]]&lt;br /&gt;
[[File:M16A2KobraSight BF2042menu.jpg|thumb|none|600px|The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.]]&lt;br /&gt;
[[File:BFPortal M16A2 (1).jpg|thumb|none|601px|Initially charging the M16A2 - as with the M16A4 below, the fire selector is set to &amp;quot;[[Call of Duty: Modern Warfare 3#Colt M16A4|look I just broke the fire selector!]]&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M16A2 (2).jpg|thumb|none|600px|Although it fortunately flicks back into burst, somehow over the selector stopper outdents.]]&lt;br /&gt;
[[File:BFPortal M16A2 (3).jpg|thumb|none|601px|Aiming with the classic A2 irons.]]&lt;br /&gt;
[[File:BFPortal M16A2 (4).jpg|thumb|none|600px|Changing out STANAG magazines.]]&lt;br /&gt;
[[File:BFPortal M16A2 (5).jpg|thumb|none|600px|Somewhat awkwardly tapping in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal M16A2 (6).jpg|thumb|none|600px|And then palming the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR(*)===&lt;br /&gt;
The [[Remington ACR]] returns as an available carbine for ''Battlefield 3'' factions, as in that game named the &amp;quot;ACW-R&amp;quot;, and has been added to All-Out Warfare as of 2.2. It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.&lt;br /&gt;
[[File:ACR2012.jpg|thumb|none|450px|Remington ACR with 16.5&amp;quot; barrel and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BFPortal ACR (1).jpg|thumb|none|600px|A preview of the ACR's model in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal ACR (2).jpg|thumb|none|600px|Pulling the charging handle in the ACR's deployment animation.]]&lt;br /&gt;
[[File:BFPortal ACR (3).jpg|thumb|none|600px|Standing by a canal with the ACR.]]&lt;br /&gt;
[[File:BFPortal ACR (4).jpg|thumb|none|600px|ADS of the MBUS sights.]]&lt;br /&gt;
[[File:BFPortal ACR (5).jpg|thumb|none|600px|Perfoming the game's fairly standard non-empty reload with another PMag.]]&lt;br /&gt;
[[File:BFPortal ACR (6).jpg|thumb|none|600px|Inserting one on empty.]]&lt;br /&gt;
[[File:BFPortal ACR (7).jpg|thumb|none|600px|Clapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3-CQC===&lt;br /&gt;
The [[Steyr AUG A3-CQC]] is a planned returning assault rifle, with separate variants for ''Bad Company 2'' and ''Battlefield 3''.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|450px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 44===&lt;br /&gt;
The [[Sturmgewehr 44]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:STG44 BF2042menu.jpg|thumb|none|600px|The STG 44 in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.]]&lt;br /&gt;
[[File:BFPortal StG-44 (1).jpg|thumb|none|600px|Getting a good view of the StG-44 out on some farmland in the Ardennes.]]&lt;br /&gt;
[[File:BFPortal StG-44 (2).jpg|thumb|none|600px|The Sturmgewehr's iron sights, virtually identical to ''Battlefield V'' although the dust cover appears to be permanently shut.]]&lt;br /&gt;
[[File:BFPortal StG-44 (3).jpg|thumb|none|600px|Reloading - inserting a new magazine.]]&lt;br /&gt;
[[File:BFPortal StG-44 (4).jpg|thumb|none|600px|Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.]]&lt;br /&gt;
&lt;br /&gt;
===Zastava M59/66===&lt;br /&gt;
The [[Zastava M59/66]] is also planned as a semi-auto rifle for ''Battlefield 3''.&lt;br /&gt;
[[File:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
===Barrett M95===&lt;br /&gt;
The [[Barrett M95]] from ''Bad Company 2'' was added as part of Season 2 content. &lt;br /&gt;
[[Image:barrett_m90.jpg|thumb|none|450px|Barrett M95 - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M95 (1).jpg|thumb|none|600px|Looking across the Arica town with the Barrett M95.]]&lt;br /&gt;
[[File:BFPortal M95 (2).jpg|thumb|none|600px|Operating the Barrett's bolt after firing a shot.]]&lt;br /&gt;
[[File:BFPortal M95 (3).jpg|thumb|none|600px|It reloads in a bit less dramatic fashion compared to the original games.]]&lt;br /&gt;
[[File:BFPortal M95 (4).jpg|thumb|none|600px|Cycling the bolt again on an empty reload.]]&lt;br /&gt;
[[File:BFPortal M95 (5).jpg|thumb|none|600px|Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.]]&lt;br /&gt;
&lt;br /&gt;
===Barrett M98B===&lt;br /&gt;
The [[Barrett M98B]] returns as an available sniper rifle for ''Battlefield 3'' factions. Previously it had a full 10+1 magazine capacity akin to ''Battlefield 4'', however it has been reverted to the original's reduced 5+1 capacity. Latest updates added functionality to the M98B's BORS, adding a rangefinder measured in yards. &lt;br /&gt;
[[File:Barrett M98B.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BF42 M98B (1).jpg|thumb|none|600px|Holding an unscoped Barrett M98B. Previously, the BUIS sights were not available, which lead to aiming only showing the rail system when no optics are equipped.]]&lt;br /&gt;
[[File:BF42 M98B (2).jpg|thumb|none|600px|Aiming down the sights. This is similar to the DDM4V7 PRO and SVCh's iron sights.]]&lt;br /&gt;
[[File:BF42 M98B (3).jpg|thumb|none|600px|Holding the M98B with the BORS system.]]&lt;br /&gt;
[[File:BF42 M98B (4).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[File:BF42 M98B (5).jpg|thumb|none|600px|Flicking out the used magazine, similar to the TRG M10's.]]&lt;br /&gt;
[[File:BF42 M98B (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BF42 M98B (7).jpg|thumb|none|600px|Chambering a new round. This animation is different from the TRG's.]]&lt;br /&gt;
&lt;br /&gt;
===GOL Magnum(*)===&lt;br /&gt;
The [[GOL sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions, and is available in All-Out Warfare as of Update 2.1.&lt;br /&gt;
[[File:GOL Sniper Magnum-2.jpg|thumb|none|450px|GOL Sniper Magnum - .338 Lapua Magnum]]&lt;br /&gt;
[[File:BFPortal GOL (1).jpg|thumb|none|600px|Observing the lighthouse at Valparaiso with the GOL.]]&lt;br /&gt;
[[File:BFPortal GOL (2).jpg|thumb|none|600px|Aiming at the faint silhouette of a destroyer far off on the horizon.]]&lt;br /&gt;
[[File:BFPortal GOL (3).jpg|thumb|none|600px|Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.]]&lt;br /&gt;
[[File:BFPortal GOL (4).jpg|thumb|none|600px|Tossing aside an empty magazine.]]&lt;br /&gt;
[[File:BFPortal GOL (5).jpg|thumb|none|600px|Mashihng in a new one.]]&lt;br /&gt;
[[File:BFPortal GOL (6).jpg|thumb|none|600px|As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.]]&lt;br /&gt;
&lt;br /&gt;
===Karabiner 98k===&lt;br /&gt;
The [[Karabiner 98k]] returns as an available rifle for ''1942'' factions. &lt;br /&gt;
[[File:Mauser98-Amberg1.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98 BF2042menu.jpg|thumb|none|600px|The Karabiner 98k in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.]]&lt;br /&gt;
[[File:BFPortal Kar98k (1).jpg|thumb|none|600px|A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.]]&lt;br /&gt;
[[File:BFPortal Kar98k (2).jpg|thumb|none|600px|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFPortal Kar98k (3).jpg|thumb|none|600px|As with its ''BFV'' incarnation, the striker functions correctly.]]&lt;br /&gt;
[[File:BFPortal Kar98k (5).jpg|thumb|none|600px|Cycling the K98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (4).jpg|thumb|none|600px|The Karabiner only reloads with loose rounds.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal Kar98k (6).jpg|thumb|none|600px|Looking skyward with the scoped Kar98k.]]&lt;br /&gt;
[[File:BFPortal Kar98k (7).jpg|thumb|none|600px|Aiming with the scope. It appears to be an updated model of the ZF42 from ''BFV'', with an added rubber eyepiece.]]&lt;br /&gt;
[[File:BFPortal Kar98k (8).jpg|thumb|none|600px|Reloading the sniper variant.]]&lt;br /&gt;
&lt;br /&gt;
===Lee-Enfield No. 4 Mk. I===&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] returns from [[Battlefield 1942]]. Like that game, it has a five-round capacity, half its actual one, and as of Update 3.1.2, has an unscoped version for the Engineer class with a full magazine.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:Bf2042-portal1942weaponspromo.jpg|thumb|none|600px|The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.]]&lt;br /&gt;
[[File:LeeEnfieldNo4 BF2042menu.jpg|thumb|none|600px|The Lee-Enfield No.4 Mk I in the Portal loadout menu.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (1).jpg|thumb|none|600px|Wielding the Lee-Enfield No.4 sniper rifle.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (2).jpg|thumb|none|600px|Scanning the sky through the No.32 scope.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (3).jpg|thumb|none|600px|Topping off the Enfield's magazine with a .303 cartridge.]]&lt;br /&gt;
[[File:BFPortal No.4 (T) (4).jpg|thumb|none|600px|About to chamber the rifle.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 sniper rifle]] returns as an available sniper rifle for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|350px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M24 (1).jpg|thumb|none|600px|Chambering the M24 upon spawning-in.]]&lt;br /&gt;
[[File:BFPortal M24 (2).jpg|thumb|none|600px|Overlooking Arica with the M24A2.]]&lt;br /&gt;
[[File:BFPortal M24 (3).jpg|thumb|none|600px|The view through the standard scope.]]&lt;br /&gt;
[[File:BFPortal M24 (4).jpg|thumb|none|600px|Cycling the M24's bolt.]]&lt;br /&gt;
[[File:BFPortal M24 (5).jpg|thumb|none|600px|Reloading the rifle, the same as the other modern bolt-action rifles.]]&lt;br /&gt;
[[File:BFPortal M24 (6).jpg|thumb|none|600px|Ditching an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M39 EMR(*)===&lt;br /&gt;
The [[M39 Enhanced Marksman Rifle|M39 EMR]] is an available sniper rifle for ''Battlefield 3'' factions, replacing the misidentified [[M14]] in a Sage chassis the original game had. Previously, the M39 had fully-loaded 20-rounder magazines - they were reduced to 10 in ''BF3'''s multiplayer for balancing reasons, which is its current capacity. As of Update 3.2, the M39 is now available for ''2042'' multiplayer.&lt;br /&gt;
&lt;br /&gt;
The related Mk. 14 Mod 0 that was in ''Bad Company 2'' is not part of ''Portal'' content.  &lt;br /&gt;
[[File:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M39 EMR (1).jpg|thumb|none|600px|Charging the M39 EMR in its deployment animation.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (2).jpg|thumb|none|600px|Holding the EMR inside the USS Essex.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (3).jpg|thumb|none|600px|Aiming through the iron sights and open slot through the RIS mount.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (4).jpg|thumb|none|600px|Reloading with another M14 magazine.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (5).jpg|thumb|none|600px|Charging the rifle. The charging handle doesn't move at all, bafflingly.]]&lt;br /&gt;
[[File:BFPortal M39 EMR (6).jpg|thumb|none|600px|Inspecting a properly kitted-out EMR.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov(*)===&lt;br /&gt;
The [[SVD Dragunov]] returns as an available rifle for ''Battlefield 3'' factions - or rather, it replaces the [[NDM-86]] masquerading as a Russian SVD that game had. As of Season 4, it is available for ''2042'' multiplayer.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:BFPortal SVD (1).jpg|thumb|none|600px|Charging the SVD upon spawn, underhanded style.]]&lt;br /&gt;
[[File:BFPortal SVD (2).jpg|thumb|none|600px|Looking at the sky with the Dragunov.]]&lt;br /&gt;
[[File:BFPortal SVD (3).jpg|thumb|none|600px|ADS of the default iron sights.]]&lt;br /&gt;
[[File:BFPortal SVD (4).jpg|thumb|none|600px|Kicking out the empty magazine tacticool-style when empty.]]&lt;br /&gt;
[[File:BFPortal SVD (5).jpg|thumb|none|600px|Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.]]&lt;br /&gt;
[[File:BFPortal SVD (6).jpg|thumb|none|600px|Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.]]&lt;br /&gt;
[[File:BFPortal SVD (7).jpg|thumb|none|600px|Another view of both mags sandwiched together.]]&lt;br /&gt;
[[File:BFPortal SVD (8).jpg|thumb|none|600px|Looking through the PSO-1 reveals the reticle is fully illuminated. Unlike 2042's PSO-1M3, the PSO-1 of the SVD (and the PKS-07 7x optic) have the correct 1.7m stadiametric rangefinder.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Bren MkII===&lt;br /&gt;
As of the Season 2 update, the [[Bren Mk2]] returns as a light machinegun for the ''1942'' factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFPortal Bren (1).jpg|thumb|none|600px|The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.]]&lt;br /&gt;
[[File:BFPortal Bren (2).jpg|thumb|none|600px|A British soldier with the Bren Mark II out in the El Alamein wastes. Unlike in ''BFV'', the carry handle isn't used as a foregrip; instead, the player character rather inadvisably grips the weapon's gas tube.]]&lt;br /&gt;
[[File:BFPortal Bren (3).jpg|thumb|none|600px|The MkII's iron sights.]]&lt;br /&gt;
[[File:BFPortal Bren (4).jpg|thumb|none|600px|The Bren's empty reload starts with locking the bolt back...]]&lt;br /&gt;
[[File:BFPortal Bren (5).jpg|thumb|none|600px|...thumbing out the magazine...]]&lt;br /&gt;
[[File:BFPortal Bren (6).jpg|thumb|none|600px|...and in with a new one from up high.]]&lt;br /&gt;
[[File:BFPortal Bren (7).jpg|thumb|none|600px|Set up on sandbags with the Bren.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM8 Automatic Rifle(*)===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM8#Heckler &amp;amp; Koch XM8 Automatic Rifle|H&amp;amp;K XM8 Automatic Rifle]] returns as an available light machine gun for ''Bad Company 2'' factions, as in that game named the &amp;quot;XM8 LMG&amp;quot;, and as of Season 3, available in 2042 multiplayer.&lt;br /&gt;
[[File:XM8 LMG.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM8 LMG - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal XM8AR (1).jpg|thumb|none|600px|Holding an XM8 LMG equipped with an ACOG scope.]]&lt;br /&gt;
[[File:BFPortal XM8AR (2).jpg|thumb|none|600px|The ACOG's reticle is a simplified open chevron with ballistic drop holds.]]&lt;br /&gt;
[[File:BFPortal XM8AR (3).jpg|thumb|none|600px|Reloading the C-Mag.]]&lt;br /&gt;
[[File:BFPortal XM8AR (4).jpg|thumb|none|600px|Sliding in a new one from empty.]]&lt;br /&gt;
[[File:BFPortal XM8AR (5).jpg|thumb|none|600px|Chambering the heavy XM8.]]&lt;br /&gt;
&lt;br /&gt;
===M1918A2 Browning Automatic Rifle===&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] returns as an available light machine gun for ''1942'' factions. &lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR BF2042menu.jpg|thumb|none|600px|The BAR in the Portal loadout menu.]]&lt;br /&gt;
[[File:Bf2042-portal1942classespromo.jpg|thumb|600px|none|A promotional image featuring classes from ''Battlefield 1942'', used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.]]&lt;br /&gt;
[[File:BFPortal BAR (1).jpg|thumb|none|600px|Charging the BAR upon spawning in.]]&lt;br /&gt;
[[File:BFPortal BAR (2).jpg|thumb|none|600px|Taking the M1918A2 out for a stroll at the local oasis.]]&lt;br /&gt;
[[File:BFPortal BAR (3).jpg|thumb|none|600px|A clear view down the BAR's iron sights.]]&lt;br /&gt;
[[File:BFPortal BAR (4).jpg|thumb|none|600px|Reloading with both twenty-round magazines pressed together.]]&lt;br /&gt;
[[File:BFPortal BAR (5).jpg|thumb|none|600px|Replacing the mag in the empty reload.]]&lt;br /&gt;
[[File:BFPortal BAR (6).jpg|thumb|none|600px|Pulling the bolt handle back again.]]&lt;br /&gt;
&lt;br /&gt;
===M240B(*)===&lt;br /&gt;
The [[M240 Machine Gun|M240B]] returns as an available light machine gun for ''Battlefield 3'' factions, and as of Update 3.1, available for ''2042'' factions.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:BFPMag.JPG|thumb|600px|none|Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.]]&lt;br /&gt;
[[File:BFPortal M240B (1).jpg|thumb|none|600px|The M240 Bravo in the railyard area at Noshahr.]]&lt;br /&gt;
[[File:BFPortal M240B (2).jpg|thumb|none|600px|The view down the M240's sights.]]&lt;br /&gt;
[[File:BFPortal M240B (3).jpg|thumb|none|600px|Locking the bolt back at the start of a reload.]]&lt;br /&gt;
[[File:BFPortal M240B (4).jpg|thumb|none|600px|Erronously latching the belt box to the bottom of the receiver.]]&lt;br /&gt;
[[File:BFPortal M240B (5).jpg|thumb|none|600px|Pulling out the new 7.62 NATO belt links.]]&lt;br /&gt;
[[File:BFPortal M240B (6).jpg|thumb|none|600px|Closing the top cover at the end of the animation.]]&lt;br /&gt;
&lt;br /&gt;
===M249 SAW===&lt;br /&gt;
Season 2 reintroduces the [[M249 SAW]] variants for the ''Bad Company 2'' and ''BF3'' factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:BFPortal M249 (1).jpg|thumb|none|600px|The ''BC2'' M249 Para with the heat shield and bipod.]]&lt;br /&gt;
[[File:BFPortal M249 (2).jpg|thumb|none|600px|And the ''BF3'' M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.]]&lt;br /&gt;
[[File:BFPortal M249 Para (1).jpg|thumb|none|600px|The M249 Paratrooper variant out at the Valparaiso fishing village at low tide.]]&lt;br /&gt;
[[File:BFPortal M249 Para (2).jpg|thumb|none|600px|Aiming - unlike in the original series, the carry handle is flipped down and out of the sight picture.]]&lt;br /&gt;
[[File:BFPortal M249 Para (3).jpg|thumb|none|600px|Empty reloads begin with working the charging handle.]]&lt;br /&gt;
[[File:BFPortal M249 Para (4).jpg|thumb|none|600px|And the top cover is opened without actuating the latches at the rear.]]&lt;br /&gt;
[[File:BFPortal M249 Para (5).jpg|thumb|none|600px|Handling the black belt box.]]&lt;br /&gt;
[[File:BFPortal M249 (3).jpg|thumb|none|600px|The ''BF3'' full length SAW along the actual Caspian border zone.]]&lt;br /&gt;
[[File:BFPortal M249 (4).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:BFPortal M249 (5).jpg|thumb|none|600px|Loading in a new 5.56 belt.]]&lt;br /&gt;
[[File:BFPortal M249 (6).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
&lt;br /&gt;
===M60===&lt;br /&gt;
The [[M60]] returns as an available light machine gun for ''Bad Company 2'' factions.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 - 7.62x51mm]]&lt;br /&gt;
[[File:BFPortal M60 (1).jpg|thumb|none|600px|Taking on the Valparaiso jungle with &amp;quot;The Pig.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M60 (2).jpg|thumb|none|600px|The M60's iron sights.]]&lt;br /&gt;
[[File:BFPortal M60 (3).jpg|thumb|none|600px|Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.]]&lt;br /&gt;
[[File:BFPortal M60 (4).jpg|thumb|none|600px|Setting in a new belt.]]&lt;br /&gt;
&lt;br /&gt;
===M60E4(*)===&lt;br /&gt;
The [[M60E4]] returns as an available light machine gun for ''Battlefield 3'' factions. As of the Season 2 update, it can be unlocked for the 2042 era by an assignment, and can have a rare chance to get an easter egg reload where the character throws the entire MG before replacing it with a new one.&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M60E4 (1).jpg|thumb|none|600px|Making ready with the modern Pig upon deployment.]]&lt;br /&gt;
[[File:BFPortal M60E4 (2).jpg|thumb|none|600px|Taking cover in a shed with the M60E4.]]&lt;br /&gt;
[[File:BFPortal M60E4 (3).jpg|thumb|none|600px|The iron sights are much the same as its older counterpart, just from a slightly further back perspective.]]&lt;br /&gt;
[[File:BFPortal M60E4 (4).jpg|thumb|none|600px|Latching in a new brown belt box.]]&lt;br /&gt;
[[File:BFPortal M60E4 (5).jpg|thumb|none|600px|Handling the new ammo belt.]]&lt;br /&gt;
[[File:BFPortal M60E4 (6).jpg|thumb|none|600px|About to shut the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===RPK===&lt;br /&gt;
The [[RPK]] returns with Update 4.1, as part of ''Bad Company 2'' content - while not originally in that game, it was featured in its Vietnam DLC. As with the DLC incarnation, it uses the 75-round Molot drum magazines, though with a 90-round capacity.&lt;br /&gt;
[[File:Rpk 01 drum.jpg|thumb|none|450px|RPK with 75-round Soviet type drum magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===RPK-74(*)===&lt;br /&gt;
A [[RPK-74]] appears as a new light machine gun for ''Battlefield 3'' factions, and base ''2042'' multiplayer as of Update 4.1. This time the model is an actual polymer furnished RPK-74 and not a black-colored RPK, though still not quite the actual &amp;quot;[[RPK-74M]]&amp;quot; that has been used as an in-game name since ''BF3'' (the folding stock hardware is not present). It can equip 60-round quad stack magazines, which was an available attachment in ''BF3'' though it did not alter the 40-round 7.62x39 magazine model in that game.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|450px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===QJY-88(*)===&lt;br /&gt;
The [[QJY-88]] returns as an available light machine gun for ''Bad Company 2'' and ''Battlefield 3'' factions, and as of Season 4, for ''2042'' multiplayer.&lt;br /&gt;
[[File:Type88gpmg2.jpg|thumb|none|450px|QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[File:BFPortal QJY-88 (1).jpg|thumb|none|600px|Dramatically charging the QJY-88 machine gun upon spawn.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (2).jpg|thumb|none|600px|The QJY-88 out in the arid Arica streets.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (3).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (4).jpg|thumb|none|600px|Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (5).jpg|thumb|none|600px|Sliding in the new cartridge belt.]]&lt;br /&gt;
[[File:BFPortal QJY-88 (6).jpg|thumb|none|600px|Popping down the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===FGM-148 Javelin(*)===&lt;br /&gt;
The [[FGM-148 Javelin]] returns as an available launcher for ''Battlefield 3'' factions, and as of Update 3.2, for ''2042'' multiplayer for the Engineer class. The Javelin features both top-down and direct attack modes.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:BFPortal FGM-148 (1).jpg|thumb|none|600px|The FGM-148 in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (2).jpg|thumb|none|600px|Crouching with the Javelin launcher.]]&lt;br /&gt;
[[File:BFPortal FGM-148 (5).jpg|thumb|none|600px|As with the Stinger, the Javelin's ADS was updated during Season 3. The CLU is now portrayed a bit more accurately, and the lights now function as of 3.2.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch M320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] returns from ''Battlefield 3'' as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with M320 grenade launcher - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal M320 (1).jpg|thumb|none|600px|The M16A4 with an underslung M320.]]&lt;br /&gt;
[[File:BFPortal M320 (2).jpg|thumb|none|600px|The combo in idle.]]&lt;br /&gt;
[[File:BFPortal M320 (3).jpg|thumb|none|600px|Once activated, the M320's sights flip up.]]&lt;br /&gt;
[[File:BFPortal M320 (4).jpg|thumb|none|600px|Aiming with the lowest notch setting.]]&lt;br /&gt;
[[File:BFPortal M320 (5).jpg|thumb|none|600px|Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.]]&lt;br /&gt;
[[File:BFPortal M320 (6).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
[[File:BFPortal M320 (7).jpg|thumb|none|600px|The HK416 with the M320 equipped.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch XM320===&lt;br /&gt;
The [[Heckler &amp;amp; Koch XM320|XM320]] returns from ''Bad Company 2'' as an available underbarrel attachment for the XM8.&lt;br /&gt;
[[File:XM320.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:XM8 with XM320.jpg|thumb|none|450px|Concept art of the Heckler &amp;amp; Koch XM320 mounted on a XM8 - 5.56x45mm &amp;amp; 40x46mm]]&lt;br /&gt;
[[File:BFPortal XM320 (1).jpg|thumb|none|600px|Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&amp;amp;K's Gray Room.]]&lt;br /&gt;
[[File:BFPortal XM320 (2).jpg|thumb|none|600px|The XM320 active, with the sights flipped up.]]&lt;br /&gt;
[[File:BFPortal XM320 (3).jpg|thumb|none|600px|Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.]]&lt;br /&gt;
[[File:BFPortal XM320 (4).jpg|thumb|none|600px|Loading in another 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Bazooka===&lt;br /&gt;
''BF1942'' factions have access to the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1A1 Bazooka]]. Originally, this was the foregrip-equipped M1 model in ''1942'' but the M1A1 model from ''BFV'' has been reused for ''Portal'' instead.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 Bazooka - 2.36 inch rocket]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (1).jpg|thumb|none|600px|The M1A1 Bazooka in-game.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (2).jpg|thumb|none|600px|Aiming the Bazooka. It lacks the variable-zeroing feature from ''BFV''.]]&lt;br /&gt;
[[File:BFPortal M1A1 Bazooka (3).jpg|thumb|none|600px|Reloading the tube with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
===Pansarskott m/86===&lt;br /&gt;
The [[M136 AT4|Saab Bofors Dynamics Panserskott m/86]] moonlighting as an M136 AT4 returns as an available launcher for ''Bad Company 2'' factions, with the same SACLOS functionality.&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86 - 84mm]]&lt;br /&gt;
[[File:BFPortal m86 (1).jpg|thumb|none|600px|The &amp;quot;M136 AT4&amp;quot; in the gear menu.]]&lt;br /&gt;
[[File:BFPortal m86 (2).jpg|thumb|none|600px|Dashing in-game also reveals the tell-tale folding foregrip.]]&lt;br /&gt;
[[File:BFPortal m86 (3).jpg|thumb|none|600px|The m/86 as shouldered by the Bad Company 2 US Engineer.]]&lt;br /&gt;
[[File:BFPortal m86 (4).jpg|thumb|none|600px|The view through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===M203 Grenade Launcher===&lt;br /&gt;
The [[M203 grenade launcher]] returns from ''Bad Company 2'' as an available underbarrel attachment for that game's versions of the M16A2 and HK416.&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|M203 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BFPortal M203 (1).jpg|thumb|none|600px|The classic M16A2/M203 combo in ''Portal''.]]&lt;br /&gt;
[[File:BFPortal M203 (2).jpg|thumb|none|600px|The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.]]&lt;br /&gt;
[[File:BFPortal M203 (3).jpg|thumb|none|600px|It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.]]&lt;br /&gt;
[[File:BFPortal M203 (4).jpg|thumb|none|600px|Reloading the 40mm shell.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 153 SMAW===&lt;br /&gt;
The [[Mk 153 SMAW]] returns as an available launcher for ''Battlefield 3'' factions. &lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:BFPortal SMAW (1).jpg|thumb|none|600px|The Mk. 153 SMAW shouldered.]]&lt;br /&gt;
[[File:BFPortal SMAW (2).jpg|thumb|none|600px|Getting a good view of the iron sights.]]&lt;br /&gt;
[[File:BFPortal SMAW (3).jpg|thumb|none|600px|Reloading the rocket tube.]]&lt;br /&gt;
&lt;br /&gt;
===Panzerschreck===&lt;br /&gt;
The [[Panzerschreck]] returns as an available launcher for ''1942'' factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.&lt;br /&gt;
[[File:Panzerschreck43.jpg|thumb|none|450px|RPzB 43 Panzerschreck - 88mm rocket]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (1).jpg|thumb|none|600px|Taking in the winter sun with the Panzerschreck launcher.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (2).jpg|thumb|none|600px|Aiming reveals that the rear sight is totally ignored.]]&lt;br /&gt;
[[File:BFPortal Panzerschreck (3).jpg|thumb|none|600px|Loading an 88mm warhead after blasting the watch tower.]]&lt;br /&gt;
&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The [[RPG-7]] returns as an available launcher for ''Bad Company 2'' and ''Battlefield 3'' factions. As in the original games, the version available for ''Bad Company 2'' factions has a PGO-7 scope while the ''Battlefield 3'' version has iron sights.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:BfPRPG.JPG|thumb|none|600px|A soldier aims the RPG-7 in the Portal reveal trailer. This is the ''Battlefield 3'' version due to having iron sights.]]&lt;br /&gt;
[[File:BF2042 Portal RPG fire.jpg|thumb|none|600px|The effects of firing the RPG-7.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (1).jpg|thumb|none|600px|The PGO-7-equipped RPG in the Portal Gear menu.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (2).jpg|thumb|none|600px|The ''BF3'' RPG-7 equipped in-game.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (3).jpg|thumb|none|600px|Aiming with the standard iron sights.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (4).jpg|thumb|none|600px|Sliding in a new warhead.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (5).jpg|thumb|none|600px|The ''BC2'' scoped RPG.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (6).jpg|thumb|none|600px|As with the original game, the scope reticle is centered.]]&lt;br /&gt;
[[File:BFPortal RPG-7 (7).jpg|thumb|none|600px|Getting a view of the RPG with a new warhead loaded.]]&lt;br /&gt;
&lt;br /&gt;
===SA-18 Grouse===&lt;br /&gt;
''Battlefield 3'' factions have access to the [[SA-18 Grouse]]/9K38 Igla MANPADS launcher. &lt;br /&gt;
[[File:Igla 191.jpg|thumb|none|450px|SA-18 Grouse (9K38 Igla) launcher and missile - 72mm]]&lt;br /&gt;
[[File:BFPortal 9K38 (1).jpg|thumb|none|600px|Previewing the 9K38 launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (2).jpg|thumb|none|600px|The Igla in-game.]]&lt;br /&gt;
[[File:BFPortal 9K38 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:BFPortal 9K38 (4).jpg|thumb|none|600px|Twin Igla launchers affixed to the Z-11W scout helicopter.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades &amp;amp; Explosives==&lt;br /&gt;
===&amp;quot;HG-2&amp;quot; Grenade===&lt;br /&gt;
The fictional HG-2 hand grenade returns as the sole grenade available to ''Bad Company 2'' factions, as in that game referred to simply as a &amp;quot;Frag Grenade&amp;quot;. It still resembles the original fictional hybrid of a [[Mills Bomb]] with the fuze assembly from a [[M67 frag grenade]], complete with the iconic Smiley Face pin.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (1).jpg|thumb|none|600px|The Happy Grenade in ''Portal'''s Gear menu.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (2).jpg|thumb|none|600px|Holding the grenade in-game.]]&lt;br /&gt;
[[File:BFPortal Mills HG-2 (3).jpg|thumb|none|600px|&amp;quot;When we pull the pin, Mr. Grenade is no longer our friend.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank mine===&lt;br /&gt;
The [[M15 anti-tank mine]] returns as a gadget available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[File:BFPortal M15 AT (1).jpg|thumb|none|600px|Viewing the M15 mine in the equipment menu.]]&lt;br /&gt;
[[File:BFPortal M15 AT (2).jpg|thumb|none|600px|Looking at a deployed M15, with another in hand.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
As of an update, [[M18 smoke grenade]]s are usable for all legacy ''Portal'' factions.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (1).jpg|thumb|none|600px|A M18 smoke grenade in the loadout crate.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (2).jpg|thumb|none|600px|A ''BF3'' RU Engineer with the M18, not something that was actually in the original game.]]&lt;br /&gt;
[[File:BFPortal M18 Smoke (3).jpg|thumb|none|600px|Pulling the pin while the first grenade belches its payload.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore(*)===&lt;br /&gt;
The [[M18A1 Claymore]] returns as a gadget available to ''Battlefield 3'' and ''2042'' factions, with the latter as of Update 3.2.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (1).jpg|thumb|none|600px|A M18A1 mine in the Gear screen.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (2).jpg|thumb|none|600px|Idling with a Claymore.]]&lt;br /&gt;
[[File:BFPortal M18A1 Claymore (3).jpg|thumb|none|600px|Looking at a deployed Claymore with another in-hand.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 hand grenade]] returns as the sole grenade available to ''Battlefield 3'' factions.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:BFPortal M67 (1).jpg|thumb|none|600px|The M67 frag grenade in the Gear menu.]]&lt;br /&gt;
[[File:BFPortal M67 (2).jpg|thumb|none|600px|Holding an M67 grenade near the Noshahr crates area.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 hand grenade===&lt;br /&gt;
The [[Mk 2 hand grenade]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (1).jpg|thumb|none|600px|A Mk 2 grenade in the ''Portal'' menu.]]&lt;br /&gt;
[[File:BFPortal Mk. 2 (2).jpg|thumb|none|600px|Holding a Pineapple grenade out on El-Alamein.]]&lt;br /&gt;
&lt;br /&gt;
===Model 24 Stielhandgranate===&lt;br /&gt;
The [[Model 24 Stielhandgranate]] returns as one of two grenades available to ''1942'' factions.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (1).jpg|thumb|none|600px|Previewing the Stielhandgranate.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (2).jpg|thumb|none|600px|Holding a M24 Stielhandgranate in-game.]]&lt;br /&gt;
[[File:BFPortal M24 Stielhandgranate (3).jpg|thumb|none|600px|About to pull off the cap and pin before throwing the stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Tellermine 42===&lt;br /&gt;
[[Tellermine 42]]s are used by the ''BF1942''-era Engineers. &lt;br /&gt;
[[File:Tellermine 42.jpg|thumb|none|350px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:BFPortal TM 42 (1).jpg|thumb|none|600px|The Tellermine in the 1942 Gear menu.]]&lt;br /&gt;
[[File:BFPortal TM 42 (2).jpg|thumb|none|600px|TM 42s both in hand and deployed in a muddy road.]]&lt;br /&gt;
&lt;br /&gt;
===TS-50===&lt;br /&gt;
The same fictionalized [[TS-50 anti-personnel mine]] style mine from the ''Bad Company'' series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|350px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:BFPortal TS-50 (1).jpg|thumb|none|600px|Previewing the TS-50 mine.]]&lt;br /&gt;
[[File:BFPortal TS-50 (2).jpg|thumb|none|600px|The TS-50, again both in-hand and set out on the highway to Arica.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted &amp;amp; Emplaced Weapons==&lt;br /&gt;
&lt;br /&gt;
===21 cm Mörser 18===&lt;br /&gt;
Several German [[21 cm Mörser 18]] howitzers are seen on the &amp;quot;Battle of the Bulge&amp;quot; and &amp;quot;El Alamein&amp;quot; maps.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|451px|21 cm Mörser 18 - 210 mm. '''Scheme''']]&lt;br /&gt;
[[File:BFPortal Morser (1).jpg|thumb|none|600px|A Mörser 18 out in Ardennes, pretty much the same model from the previous game.]]&lt;br /&gt;
&lt;br /&gt;
===2A38M autocannon===&lt;br /&gt;
The 2S6M Tunguska is usable by the ''BF3'' Russian forces as their anti-air ground vehicle. It has twin [[2A38M autocannon]]s.&lt;br /&gt;
[[File:2A38M cannon.jpg|thumb|none|450px|2A38M autocannon - 30x165mm]]&lt;br /&gt;
[[File:BFPortal Tunguska 2A38M.jpg|thumb|none|600px|The 2A38Ms atop a rained-on Tunguska.]]&lt;br /&gt;
&lt;br /&gt;
===AT-14 Spriggan===&lt;br /&gt;
[[AT-14 Spriggan]]/9K135 Kornet ATGM emplacements are found on ''Bad Company 2'' and ''Battlefield 3'' maps that feature modern Russian ground forces.&lt;br /&gt;
[[File:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BFPortal Kornet (1).jpg|thumb|none|600px|A Kornet emplacement on Valparaiso.]]&lt;br /&gt;
&lt;br /&gt;
===BGM-71 TOW===&lt;br /&gt;
[[BGM-71 TOW]] launchers can be found on the ''BC2'' and ''BF3'' maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.&lt;br /&gt;
[[File:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[File:BFPortal M220 TOW (1).jpg|thumb|none|600px|The right side of a M220 TOW emplacement in the US spawn on Caspian Border.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (2).jpg|thumb|none|600px|Getting a look at the other side of the system.]]&lt;br /&gt;
[[File:BFPortal M220 TOW (3).jpg|thumb|none|600px|Manning the TOW with the reticle and HUD enabled.]]&lt;br /&gt;
&lt;br /&gt;
===Browning M2 Heavy Barrel===&lt;br /&gt;
Older [[Browning M2]]HB machine guns are present in ''Portal'', usually mounted on various vehicles. They can be found as stationary emplacements on the ''BF1942'' maps. The ''Bad Company 2'' Humvee uses the Browning, while it had an [[XM312]] in the original game.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFPortal M2HB (1).jpg|thumb|none|600px|An M2 machine gun mounted on the M3 Halftrack.]]&lt;br /&gt;
[[File:BFPortal M2HB (2).jpg|thumb|none|600px|Behind the Browning.]]&lt;br /&gt;
[[File:BFPortal M2HB (3).jpg|thumb|none|600px|Aiming - the rear sight is used here unlike in ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
====Browning AN/M2====&lt;br /&gt;
USAAF B-17 bombers return from [[Battlefield 1942]], armed with numerous [[Browning M2 Aircraft]] machine guns. &lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:BFPortal ANM2 (1).jpg|thumb|none|600px|Inspecting the top turret of a just-barely-ditched B-17.]]&lt;br /&gt;
[[File:BFPortal ANM2 (2).jpg|thumb|none|600px|One of the B-17's side M2s.]]&lt;br /&gt;
[[File:BFPortal ANM2 (3).jpg|thumb|none|600px|Manning the right side's MG, note the aircraft sights.]]&lt;br /&gt;
[[File:BFPortal ANM2 (4).jpg|thumb|none|600px|Operating the ball turret of an in-flight B-17.]]&lt;br /&gt;
&lt;br /&gt;
===Bofors 40mm===&lt;br /&gt;
The [[Bofors 40mm]] appears on El Alamein as part of ''Battlefield 1942'' legacy content.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFPortal Bofors (1).jpg|thumb|none|600px|A Bofors 40mm AA emplacement in-game.]]&lt;br /&gt;
[[File:BFPortal Bofors (2).jpg|thumb|none|600px|Aiming the turret.]]&lt;br /&gt;
[[File:BFPortal Bofors (3).jpg|thumb|none|600px|Zooming in on the sights.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-12/U===&lt;br /&gt;
The USMC's LAV-AD equipped with the [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] returns as part of the legacy ''Battlefield 3'' content. &lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U - 25x137mm]]&lt;br /&gt;
[[File:BFPortal GAU-12U (1).jpg|thumb|none|600px|Looking at the business end of the GAU-12/U atop the LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
===General Dynamics GAU-17/A===&lt;br /&gt;
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in ''Portal'' has its two standard side-mounted [[M134 Minigun|GAU-17/A]] miniguns. &lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|450px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal GAU-17A (1).jpg|thumb|none|600px|The right side of a UH-60's GAU-17/A.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (2).jpg|thumb|none|600px|And its left side.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (3).jpg|thumb|none|600px|Manning the minigun.]]&lt;br /&gt;
[[File:BFPortal GAU-17A (4).jpg|thumb|none|600px|Letting out a burst.]]&lt;br /&gt;
&lt;br /&gt;
===General Electric GAU-8/A Avenger===&lt;br /&gt;
As of an update, the A-10C Thunderbolt II is available to the ''Battlefield 3'' USMC faction. It has the [[General Electric GAU-8/A Avenger]] as its primary armament. &lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (1).jpg|thumb|none|600px|Preview of the A-10C in the ''Portal'' menu loadouts.]]&lt;br /&gt;
[[File:BFPortal A-10C GAU-8 (2).jpg|thumb|none|600px|Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.]]&lt;br /&gt;
&lt;br /&gt;
===GIAT M693===&lt;br /&gt;
The same update also brings back the South African upgraded Mi-24 &amp;quot;SuperHind&amp;quot; of the original ''Bad Company'' series returns for the ''BC2'' Russian faction. It has the distinct South African made [[GIAT M693]] 20mm nose autocannon.&lt;br /&gt;
[[File:Rooivalk F2.jpg|thumb|450px|none|GIAT F2, chin mounted on Denel Rooivalk - 20x139mm]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (1).jpg|thumb|none|600px|The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.]]&lt;br /&gt;
[[File:BFPortal Mi-24 M693 (2).jpg|thumb|none|600px|A closer look at the GIAT autocannon.]]&lt;br /&gt;
&lt;br /&gt;
===Gryazev-Shipunov GSh-30-2===&lt;br /&gt;
An update to ''Portal'' has brought the Sukhoi Su-25TM &amp;quot;Grach/Frogfoot&amp;quot; back as an attacker aircraft for the ''Battlefield 3'' Russian forces.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 - 30x165mm]]&lt;br /&gt;
[[File:BFPortal GSh-30-2 (1).jpg|thumb|none|600px|The GSh-30-2 slung under a landed Su-25.]]&lt;br /&gt;
&lt;br /&gt;
===Hispano-Suiza HS.404===&lt;br /&gt;
Supermarine Spitfires return from ''[[Battlefield 1942]]'', armed with [[Hispano-Suiza HS.404]] autocannons.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|450px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[File:BFPortal HS.404 (1).jpg|thumb|none|600px|Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.]]&lt;br /&gt;
&lt;br /&gt;
===Kord===&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on various Russian Army vehicles.&lt;br /&gt;
[[File:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[File:BFPortal Kord (1).jpg|thumb|none|600px|A Kord installed atop the RDA-1 &amp;quot;VDV Buggy.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal Kord (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:BFPortal Kord (3).jpg|thumb|none|600px|Aiming with just the front sight.]]&lt;br /&gt;
&lt;br /&gt;
===KVPT===&lt;br /&gt;
The GAZ-3937 Vodnik from ''Battlefield 3'' has a turret mounted [[KPV]] machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the ''Bad Company 2'' Russian Army despite also being in that game.&lt;br /&gt;
[[File:Kpvt 01.jpg|thumb|none|400px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:BFPortal KPV (1).jpg|thumb|none|600px|A preview of the GAZ-3937 in the Portal Vehicles menu.]]&lt;br /&gt;
[[File:BFPortal KPVT (2).jpg|thumb|none|600px|The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.]]&lt;br /&gt;
[[File:BFPortal KPVT (3).jpg|thumb|none|600px|Manning the GAZ's turret.]]&lt;br /&gt;
&lt;br /&gt;
===M240===&lt;br /&gt;
Modern American armored vehicles have mounted [[M240C]] coaxial machine guns, and the reimagined &amp;quot;UAV-1&amp;quot; (Northrop Grumman MQ-8) from ''Bad Company 2'' has a nose mounted M240 variant similar to the M240D or M240H. &lt;br /&gt;
[[File:M240C.jpg|thumb|none|450px|M240C vehicle coaxial-mount version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M1A2 machine guns.jpg|thumb|none|600px|Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.]]&lt;br /&gt;
[[File:M240d.jpg|thumb|none|450px|M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BFPortal M240H (1).jpg|thumb|none|600px|Looking at the solenoid-powered M240 mounted in the nose turret of the &amp;quot;UAV-1.&amp;quot;]]&lt;br /&gt;
[[File:BFPortal M240H (2).jpg|thumb|none|600px|The M240 as seen from the pilot's camera view while operating the UAV.]]&lt;br /&gt;
&lt;br /&gt;
===M242 Bushmaster Chaingun===&lt;br /&gt;
The M3A3 Bradley and LAV-25 have mounted [[M242 Bushmaster chaingun]]s as their primary weapons.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:Mk38 M242.jpg|thumb|none|450px|Mk 38 Mod 2- 25x137mm]]&lt;br /&gt;
[[File:BFPortal M242 (1).jpg|thumb|none|600px|The M242 as seen on the M3 Bradley.]]&lt;br /&gt;
[[File:BFPortal M242 (2).jpg|thumb|none|600px|Getting a view of the LAV-25's armaments.]]&lt;br /&gt;
[[File:BFPortal M242 (3).jpg|thumb|none|600px|An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.]]&lt;br /&gt;
&lt;br /&gt;
===MG17===&lt;br /&gt;
German Ju 87 &amp;quot;Stuka&amp;quot; dive bombers have wing-mounted [[MG17]]s.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|450px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG17 (1).jpg|thumb|none|600px|The muzzle end of a Ju 87's MG17.]]&lt;br /&gt;
&lt;br /&gt;
===MG34 Panzerlauf===&lt;br /&gt;
[[MG34]] Panzerlauf machine guns are mounted on ''Battlefield 1942'' German vehicles, replacing the MG42s from the original game.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG34 (1).jpg|thumb|none|600px|Looking at the various MG34s affixed to the Panzer IV.]]&lt;br /&gt;
[[File:BFPortal MG34 (2).jpg|thumb|none|600px|Getting a closer look at the top-mounted commander's MG.]]&lt;br /&gt;
[[File:BFPortal MG34 (3).jpg|thumb|none|600px|Manning the MG34.]]&lt;br /&gt;
[[File:BFPortal MG34 (4).jpg|thumb|none|600px|The iron sights are identical to ''BFV''.]]&lt;br /&gt;
&lt;br /&gt;
===MG42===&lt;br /&gt;
[[MG42]]s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|400px|MG42 Machine Gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFPortal MG42 (1).jpg|thumb|none|600px|The MG42 atop the Sd.Kfz. 251 halftrack.]]&lt;br /&gt;
[[File:BFPortal MG42 (2).jpg|thumb|none|600px|Behind the '42.]]&lt;br /&gt;
[[File:BFPortal MG42 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 19 Grenade Launcher===&lt;br /&gt;
The AAVP7A1 amphibious transport is available as part of ''Battlefield 3'''s USMC faction and has a [[Mk 19 grenade launcher]] alongside a Browning M2 mounted in its turret. &lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher on vehicle mount - 40x53mm]]&lt;br /&gt;
[[File:BFPortal Mk 19 (1).jpg|thumb|none|600px|The Mk 19 and M2 combo in the AAV's turret.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User:MonocledTarantula432&amp;diff=1571369</id>
		<title>User:MonocledTarantula432</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User:MonocledTarantula432&amp;diff=1571369"/>
		<updated>2023-04-16T08:01:10Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Self-proclaimed gun nerd, mid-level gamer, and weapons enthusiast. Mainly play Call of Duty, but have played a few others in franchises like Battlefield and Titanfall. I will mostly stick to editing/updating information about weaponry on games.&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1568584</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1568584"/>
		<updated>2023-04-03T18:06:09Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Remaining upcoming DLC weapons have been datamined */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI Optical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is based on the Hensoldt ZO 4x30i scope.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Leupold Mark 6===&lt;br /&gt;
A stylized Leupold Mark 6 appears as the &amp;quot;Luca Field-6&amp;quot;, added alongside the SR-25 (&amp;quot;Tempus Torrent&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized SureFire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a SureFire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
&lt;br /&gt;
===SureFire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the SureFire MAG5-60.&lt;br /&gt;
&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E. Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of SureFire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTac Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTac Grimline Laser&amp;quot; is a stylized B.E. Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XTEN Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;XTEN Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though it's used by Kyle Garrick and Rodolfo Parra while they are NPCs. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With the Tempus Torrent(SR25) now in MWII we got another gun that will overlap besides the M16 and the MP5. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 25 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;br /&gt;
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated &amp;quot;M16A3&amp;quot; or was colloquially marketed as such). Plus, it isn't a goof to see &amp;quot;M16A2&amp;quot; and &amp;quot;Auto&amp;quot; markings simultaneously, since M16A3s manufactured by Colt have been marked &amp;quot;M16A2&amp;quot; on the receiver (while other manufacturers like FN apparently did use &amp;quot;M16A3&amp;quot; markings). Now, if the devs later decide to fix the &amp;quot;Auto&amp;quot; marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)&lt;br /&gt;
::I changed the section's title to &amp;quot;Colt Model 901&amp;quot; to prevent confusion, in case the M16A3 designation turns out not to be really the proper one  for this version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]])&lt;br /&gt;
&lt;br /&gt;
== HK Machinegun variants ==&lt;br /&gt;
&lt;br /&gt;
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slimeline Pro is possibly a SM26013 ==&lt;br /&gt;
&lt;br /&gt;
This is possibly the closest thing I can find&lt;br /&gt;
&lt;br /&gt;
https://www.midwayusa.com/product/1020040977&lt;br /&gt;
&lt;br /&gt;
I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FA-MAS in loading screens==&lt;br /&gt;
Might be worth adding to the unusable weapons list, the &amp;quot;Triple Threat&amp;quot; and &amp;quot;Wading&amp;quot; loading screens feature the rifle, the former with the newer low rail and the latter with the classic carry handle. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 08:17, 23 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==9mm M4 in the current Shoot The Ship playlist tile==&lt;br /&gt;
Probably the MW19 model, just figured I'd mention it's there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:50, 2 March 2023 (UTC)&lt;br /&gt;
:[[File:MWII Ship PCC .jpg|none|600px|]] Here it is, not sure why you don't just get a screencap of it yourself. Anyway, it has a Mlok rail and distinct PEQ and red dot, looks like it's made for the artwork and isn't the previous game's model. The CoD wiki also has those loading images with the FAMASs mentioned above.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:24, 2 March 2023 (UTC)&lt;br /&gt;
::Speaking of unusable weapons, there's a picture of Los Vaqueros members carrying some rifles in [https://www.youtube.com/watch?v=vvW_09jamfc&amp;amp;t=163s the intro cutscene] of Prison Break. At first glance, they seemed to me like DDM4s, judging by the stock on the rifle on the left. But then again, we can't see much details, so it may or may not be one of the in-game weapons with a buttstock attachment, I'm not sure. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:13, 18 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remaining upcoming DLC weapons have been datamined ==&lt;br /&gt;
&lt;br /&gt;
iw9_me_sword02 - another kind of sword&lt;br /&gt;
&lt;br /&gt;
iw9_br_ngsierra - MCX Spear(from the NGSW acronym)&lt;br /&gt;
&lt;br /&gt;
iw9_sn_india - M200 Intervention&lt;br /&gt;
&lt;br /&gt;
iw9_pi_tango9 - Tec-9&lt;br /&gt;
&lt;br /&gt;
iw9_ar_helima - Springfield Hellion&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie45 - APC 45&lt;br /&gt;
&lt;br /&gt;
iw9_sh_tsierra - Tavor TS12&lt;br /&gt;
&lt;br /&gt;
iw9_sn_walpha - WA 2000&lt;br /&gt;
&lt;br /&gt;
iw9_pi_mike2011 - Staccato 2011(already appears in the campaign)&lt;br /&gt;
&lt;br /&gt;
iw9_ar_malima - Malyuk&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie9 - APC 9&lt;br /&gt;
&lt;br /&gt;
iw9_me_kamas - Kamas(Japanese sickles)&lt;br /&gt;
&lt;br /&gt;
iw9_me_kalisticks- Kali Sticks&lt;br /&gt;
&lt;br /&gt;
What are your thoughts? --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:47, 28 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! Assuming this is the full list, there's definitely some stuff I would have liked to see that's apparently not coming back from MW19 (G36, SG 550, L85, FAL, FA-MAS, M9, PM especially). But more positively I'm happy about the M1911 (well, 2011) and it's neat to see the Hellion/VHS-2 showing up in the roster, it's such a cool rifle. It's amusing to see the M200 and WA 2000 as MW2 throwbacks, but not getting the also-MW2 F2000, or especially the FAL when we finally have a battle rifle category is just criminal. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:17, 28 March 2023 (UTC)&lt;br /&gt;
::Looking forward to the VHS in particular, I love that gun. Would be nice if it comes with the flip-up sights the real Hellion is sold with - hell, at this point I'd even take it having the same sights as the M4 - but realistically it's gonna just be the G36-style irons it has in everything else. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 07:44, 28 March 2023 (UTC)&lt;br /&gt;
:::BTW the Uzi(coming in S3), the Minimi(same Bruen Mk9 from MW19, which will be called &amp;quot;Serval&amp;quot; in MWII) and the FAMAS(which seems to have 2 separate versions, probably as full auto/semi and burst only) are in the files too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 02:39, 29 March 2023 (UTC)&lt;br /&gt;
::::Oh good, those three/four I would love to see. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 07:14, 29 March 2023 (UTC)&lt;br /&gt;
:::::Season 3 teaser dropped today, showcasing the FJX Imperium (Intervention). Interestingly, it is shown to be chambered in &amp;quot;6.8 Wrath&amp;quot;, which sounds an awful lot like 6.8 FURY, used in the MCX SPEAR/XM7. Probably not intentional, but curious nevertheless. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:04, 3 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EBR-14 ==&lt;br /&gt;
&lt;br /&gt;
So for this thing, which characteristic takes precedence - the receiver selector or the default barrel length?&lt;br /&gt;
[[File:MWII EBR-14 Reciever.jpg|none|600px]]&lt;br /&gt;
Here's what the right side of the receiver looks like, it's the same for both variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 03:27, 3 April 2023 (UTC)&lt;br /&gt;
:I remember a similar situation that happened in the past on one of the Ghost Recon pages, and a user who's knowledgeable on the M14 series stated that the presence of a select-fire lever rules out the M14 EBR-RI identification - and I agree with this; the selector is more important. Consequently, it's gotta be IDed either as a Mk 14 Mod 0 EBR with a long barrel, or as an M14 with a Sage chassis and a Mk 14 gas system. I'd go with the former, especially that the in-game gun can be modified with a Mk 14-length barrel (now, the selector is fictionalized, but still). -[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 3 April 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1568583</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1568583"/>
		<updated>2023-04-03T18:05:22Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Remaining upcoming DLC weapons have been datamined */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI Optical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is based on the Hensoldt ZO 4x30i scope.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Leupold Mark 6===&lt;br /&gt;
A stylized Leupold Mark 6 appears as the &amp;quot;Luca Field-6&amp;quot;, added alongside the SR-25 (&amp;quot;Tempus Torrent&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized SureFire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a SureFire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
&lt;br /&gt;
===SureFire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the SureFire MAG5-60.&lt;br /&gt;
&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E. Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of SureFire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTac Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTac Grimline Laser&amp;quot; is a stylized B.E. Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XTEN Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;XTEN Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though it's used by Kyle Garrick and Rodolfo Parra while they are NPCs. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With the Tempus Torrent(SR25) now in MWII we got another gun that will overlap besides the M16 and the MP5. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 25 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;br /&gt;
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated &amp;quot;M16A3&amp;quot; or was colloquially marketed as such). Plus, it isn't a goof to see &amp;quot;M16A2&amp;quot; and &amp;quot;Auto&amp;quot; markings simultaneously, since M16A3s manufactured by Colt have been marked &amp;quot;M16A2&amp;quot; on the receiver (while other manufacturers like FN apparently did use &amp;quot;M16A3&amp;quot; markings). Now, if the devs later decide to fix the &amp;quot;Auto&amp;quot; marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)&lt;br /&gt;
::I changed the section's title to &amp;quot;Colt Model 901&amp;quot; to prevent confusion, in case the M16A3 designation turns out not to be really the proper one  for this version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]])&lt;br /&gt;
&lt;br /&gt;
== HK Machinegun variants ==&lt;br /&gt;
&lt;br /&gt;
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slimeline Pro is possibly a SM26013 ==&lt;br /&gt;
&lt;br /&gt;
This is possibly the closest thing I can find&lt;br /&gt;
&lt;br /&gt;
https://www.midwayusa.com/product/1020040977&lt;br /&gt;
&lt;br /&gt;
I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FA-MAS in loading screens==&lt;br /&gt;
Might be worth adding to the unusable weapons list, the &amp;quot;Triple Threat&amp;quot; and &amp;quot;Wading&amp;quot; loading screens feature the rifle, the former with the newer low rail and the latter with the classic carry handle. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 08:17, 23 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==9mm M4 in the current Shoot The Ship playlist tile==&lt;br /&gt;
Probably the MW19 model, just figured I'd mention it's there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:50, 2 March 2023 (UTC)&lt;br /&gt;
:[[File:MWII Ship PCC .jpg|none|600px|]] Here it is, not sure why you don't just get a screencap of it yourself. Anyway, it has a Mlok rail and distinct PEQ and red dot, looks like it's made for the artwork and isn't the previous game's model. The CoD wiki also has those loading images with the FAMASs mentioned above.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:24, 2 March 2023 (UTC)&lt;br /&gt;
::Speaking of unusable weapons, there's a picture of Los Vaqueros members carrying some rifles in [https://www.youtube.com/watch?v=vvW_09jamfc&amp;amp;t=163s the intro cutscene] of Prison Break. At first glance, they seemed to me like DDM4s, judging by the stock on the rifle on the left. But then again, we can't see much details, so it may or may not be one of the in-game weapons with a buttstock attachment, I'm not sure. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:13, 18 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remaining upcoming DLC weapons have been datamined ==&lt;br /&gt;
&lt;br /&gt;
iw9_me_sword02 - another kind of sword&lt;br /&gt;
&lt;br /&gt;
iw9_br_ngsierra - MCX Spear(from the NGSW acronym)&lt;br /&gt;
&lt;br /&gt;
iw9_sn_india - M200 Intervention&lt;br /&gt;
&lt;br /&gt;
iw9_pi_tango9 - Tec-9&lt;br /&gt;
&lt;br /&gt;
iw9_ar_helima - Springfield Hellion&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie45 - APC 45&lt;br /&gt;
&lt;br /&gt;
iw9_sh_tsierra - Tavor TS12&lt;br /&gt;
&lt;br /&gt;
iw9_sn_walpha - WA 2000&lt;br /&gt;
&lt;br /&gt;
iw9_pi_mike2011 - Staccato 2011(already appears in the campaign)&lt;br /&gt;
&lt;br /&gt;
iw9_ar_malima - Malyuk&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie9 - APC 9&lt;br /&gt;
&lt;br /&gt;
iw9_me_kamas - Kamas(Japanese sickles)&lt;br /&gt;
&lt;br /&gt;
iw9_me_kalisticks- Kali Sticks&lt;br /&gt;
&lt;br /&gt;
What are your thoughts? --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:47, 28 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! Assuming this is the full list, there's definitely some stuff I would have liked to see that's apparently not coming back from MW19 (G36, SG 550, L85, FAL, FA-MAS, M9, PM especially). But more positively I'm happy about the M1911 (well, 2011) and it's neat to see the Hellion/VHS-2 showing up in the roster, it's such a cool rifle. It's amusing to see the M200 and WA 2000 as MW2 throwbacks, but not getting the also-MW2 F2000, or especially the FAL when we finally have a battle rifle category is just criminal. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:17, 28 March 2023 (UTC)&lt;br /&gt;
::Looking forward to the VHS in particular, I love that gun. Would be nice if it comes with the flip-up sights the real Hellion is sold with - hell, at this point I'd even take it having the same sights as the M4 - but realistically it's gonna just be the G36-style irons it has in everything else. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 07:44, 28 March 2023 (UTC)&lt;br /&gt;
:::BTW the Uzi(coming in S3), the Minimi(same Bruen Mk9 from MW19, which will be called &amp;quot;Serval&amp;quot; in MWII) and the FAMAS(which seems to have 2 separate versions, probably as full auto/semi and burst only) are in the files too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 02:39, 29 March 2023 (UTC)&lt;br /&gt;
::::Oh good, those three/four I would love to see. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 07:14, 29 March 2023 (UTC)&lt;br /&gt;
:::::Season 3 teaser dropped today, showcasing the FJX Imperium (Intervention). Interestingly, it is shown to be chambered in &amp;quot;6.8 Wrath&amp;quot;, which sounds an awful lot like 6.8 FURY, used in the MCX SPEAR/XM7. Probably not intentional, but curious nevertheless. [[User:MonocledTarantula432|MonocledTarantula432]]([[User talk:MonocledTarantula432|talk]]) 6:04, 3 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EBR-14 ==&lt;br /&gt;
&lt;br /&gt;
So for this thing, which characteristic takes precedence - the receiver selector or the default barrel length?&lt;br /&gt;
[[File:MWII EBR-14 Reciever.jpg|none|600px]]&lt;br /&gt;
Here's what the right side of the receiver looks like, it's the same for both variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 03:27, 3 April 2023 (UTC)&lt;br /&gt;
:I remember a similar situation that happened in the past on one of the Ghost Recon pages, and a user who's knowledgeable on the M14 series stated that the presence of a select-fire lever rules out the M14 EBR-RI identification - and I agree with this; the selector is more important. Consequently, it's gotta be IDed either as a Mk 14 Mod 0 EBR with a long barrel, or as an M14 with a Sage chassis and a Mk 14 gas system. I'd go with the former, especially that the in-game gun can be modified with a Mk 14-length barrel (now, the selector is fictionalized, but still). -[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 3 April 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1568582</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1568582"/>
		<updated>2023-04-03T18:04:59Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Remaining upcoming DLC weapons have been datamined */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI Optical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is based on the Hensoldt ZO 4x30i scope.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Leupold Mark 6===&lt;br /&gt;
A stylized Leupold Mark 6 appears as the &amp;quot;Luca Field-6&amp;quot;, added alongside the SR-25 (&amp;quot;Tempus Torrent&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized SureFire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a SureFire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
&lt;br /&gt;
===SureFire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the SureFire MAG5-60.&lt;br /&gt;
&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E. Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of SureFire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTac Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTac Grimline Laser&amp;quot; is a stylized B.E. Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XTEN Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;XTEN Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though it's used by Kyle Garrick and Rodolfo Parra while they are NPCs. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With the Tempus Torrent(SR25) now in MWII we got another gun that will overlap besides the M16 and the MP5. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 25 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;br /&gt;
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated &amp;quot;M16A3&amp;quot; or was colloquially marketed as such). Plus, it isn't a goof to see &amp;quot;M16A2&amp;quot; and &amp;quot;Auto&amp;quot; markings simultaneously, since M16A3s manufactured by Colt have been marked &amp;quot;M16A2&amp;quot; on the receiver (while other manufacturers like FN apparently did use &amp;quot;M16A3&amp;quot; markings). Now, if the devs later decide to fix the &amp;quot;Auto&amp;quot; marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)&lt;br /&gt;
::I changed the section's title to &amp;quot;Colt Model 901&amp;quot; to prevent confusion, in case the M16A3 designation turns out not to be really the proper one  for this version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]])&lt;br /&gt;
&lt;br /&gt;
== HK Machinegun variants ==&lt;br /&gt;
&lt;br /&gt;
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slimeline Pro is possibly a SM26013 ==&lt;br /&gt;
&lt;br /&gt;
This is possibly the closest thing I can find&lt;br /&gt;
&lt;br /&gt;
https://www.midwayusa.com/product/1020040977&lt;br /&gt;
&lt;br /&gt;
I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FA-MAS in loading screens==&lt;br /&gt;
Might be worth adding to the unusable weapons list, the &amp;quot;Triple Threat&amp;quot; and &amp;quot;Wading&amp;quot; loading screens feature the rifle, the former with the newer low rail and the latter with the classic carry handle. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 08:17, 23 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==9mm M4 in the current Shoot The Ship playlist tile==&lt;br /&gt;
Probably the MW19 model, just figured I'd mention it's there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:50, 2 March 2023 (UTC)&lt;br /&gt;
:[[File:MWII Ship PCC .jpg|none|600px|]] Here it is, not sure why you don't just get a screencap of it yourself. Anyway, it has a Mlok rail and distinct PEQ and red dot, looks like it's made for the artwork and isn't the previous game's model. The CoD wiki also has those loading images with the FAMASs mentioned above.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:24, 2 March 2023 (UTC)&lt;br /&gt;
::Speaking of unusable weapons, there's a picture of Los Vaqueros members carrying some rifles in [https://www.youtube.com/watch?v=vvW_09jamfc&amp;amp;t=163s the intro cutscene] of Prison Break. At first glance, they seemed to me like DDM4s, judging by the stock on the rifle on the left. But then again, we can't see much details, so it may or may not be one of the in-game weapons with a buttstock attachment, I'm not sure. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:13, 18 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remaining upcoming DLC weapons have been datamined ==&lt;br /&gt;
&lt;br /&gt;
iw9_me_sword02 - another kind of sword&lt;br /&gt;
&lt;br /&gt;
iw9_br_ngsierra - MCX Spear(from the NGSW acronym)&lt;br /&gt;
&lt;br /&gt;
iw9_sn_india - M200 Intervention&lt;br /&gt;
&lt;br /&gt;
iw9_pi_tango9 - Tec-9&lt;br /&gt;
&lt;br /&gt;
iw9_ar_helima - Springfield Hellion&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie45 - APC 45&lt;br /&gt;
&lt;br /&gt;
iw9_sh_tsierra - Tavor TS12&lt;br /&gt;
&lt;br /&gt;
iw9_sn_walpha - WA 2000&lt;br /&gt;
&lt;br /&gt;
iw9_pi_mike2011 - Staccato 2011(already appears in the campaign)&lt;br /&gt;
&lt;br /&gt;
iw9_ar_malima - Malyuk&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie9 - APC 9&lt;br /&gt;
&lt;br /&gt;
iw9_me_kamas - Kamas(Japanese sickles)&lt;br /&gt;
&lt;br /&gt;
iw9_me_kalisticks- Kali Sticks&lt;br /&gt;
&lt;br /&gt;
What are your thoughts? --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:47, 28 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! Assuming this is the full list, there's definitely some stuff I would have liked to see that's apparently not coming back from MW19 (G36, SG 550, L85, FAL, FA-MAS, M9, PM especially). But more positively I'm happy about the M1911 (well, 2011) and it's neat to see the Hellion/VHS-2 showing up in the roster, it's such a cool rifle. It's amusing to see the M200 and WA 2000 as MW2 throwbacks, but not getting the also-MW2 F2000, or especially the FAL when we finally have a battle rifle category is just criminal. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:17, 28 March 2023 (UTC)&lt;br /&gt;
::Looking forward to the VHS in particular, I love that gun. Would be nice if it comes with the flip-up sights the real Hellion is sold with - hell, at this point I'd even take it having the same sights as the M4 - but realistically it's gonna just be the G36-style irons it has in everything else. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 07:44, 28 March 2023 (UTC)&lt;br /&gt;
:::BTW the Uzi(coming in S3), the Minimi(same Bruen Mk9 from MW19, which will be called &amp;quot;Serval&amp;quot; in MWII) and the FAMAS(which seems to have 2 separate versions, probably as full auto/semi and burst only) are in the files too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 02:39, 29 March 2023 (UTC)&lt;br /&gt;
::::Oh good, those three/four I would love to see. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 07:14, 29 March 2023 (UTC)&lt;br /&gt;
:::::Season 3 teaser dropped today, showcasing the FJX Imperium (Intervention). Interestingly, it is shown to be chambered in &amp;quot;6.8 Wrath&amp;quot;, which sounds an awful lot like 6.8 FURY, used in the MCX SPEAR/XM7. Probably not intentional, but curious nevertheless. [[User:MonocledTarantula432|talk]]([[User talk:MonocledTarantula432|talk]]) 6:04, 3 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EBR-14 ==&lt;br /&gt;
&lt;br /&gt;
So for this thing, which characteristic takes precedence - the receiver selector or the default barrel length?&lt;br /&gt;
[[File:MWII EBR-14 Reciever.jpg|none|600px]]&lt;br /&gt;
Here's what the right side of the receiver looks like, it's the same for both variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 03:27, 3 April 2023 (UTC)&lt;br /&gt;
:I remember a similar situation that happened in the past on one of the Ghost Recon pages, and a user who's knowledgeable on the M14 series stated that the presence of a select-fire lever rules out the M14 EBR-RI identification - and I agree with this; the selector is more important. Consequently, it's gotta be IDed either as a Mk 14 Mod 0 EBR with a long barrel, or as an M14 with a Sage chassis and a Mk 14 gas system. I'd go with the former, especially that the in-game gun can be modified with a Mk 14-length barrel (now, the selector is fictionalized, but still). -[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 3 April 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1568581</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1568581"/>
		<updated>2023-04-03T18:03:47Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Remaining upcoming DLC weapons have been datamined */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI Optical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is based on the Hensoldt ZO 4x30i scope.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Leupold Mark 6===&lt;br /&gt;
A stylized Leupold Mark 6 appears as the &amp;quot;Luca Field-6&amp;quot;, added alongside the SR-25 (&amp;quot;Tempus Torrent&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized SureFire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a SureFire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
&lt;br /&gt;
===SureFire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the SureFire MAG5-60.&lt;br /&gt;
&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E. Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of SureFire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTac Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTac Grimline Laser&amp;quot; is a stylized B.E. Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XTEN Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;XTEN Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though it's used by Kyle Garrick and Rodolfo Parra while they are NPCs. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
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But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
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AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
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SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
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*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
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SIG platform:&lt;br /&gt;
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AR: SIG SG 550&lt;br /&gt;
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BR: SIG SG 542&lt;br /&gt;
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SM: FAMAE SAF&lt;br /&gt;
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*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
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CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
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SM: MP5&lt;br /&gt;
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*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
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FAL platform:&lt;br /&gt;
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BR: FN FAL&lt;br /&gt;
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DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
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SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
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AS Val platform:&lt;br /&gt;
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AR: AS Val&lt;br /&gt;
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SM: SR-3 Vikhr&lt;br /&gt;
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*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
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Kulspruta platform:&lt;br /&gt;
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LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
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*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
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PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
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SN: PGM Hécate II&lt;br /&gt;
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*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
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Dragunov platform:&lt;br /&gt;
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SN: SVD Dragunov&lt;br /&gt;
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DM: SVU Dragunov&lt;br /&gt;
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*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
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Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
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Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
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Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
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USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
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*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
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Makarov platform:&lt;br /&gt;
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PI: Makarov PM&lt;br /&gt;
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PI: Stechkin APS&lt;br /&gt;
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*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
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Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
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Panzerfaust platform:&lt;br /&gt;
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LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
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So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
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:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
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:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
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:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
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:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
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:With the Tempus Torrent(SR25) now in MWII we got another gun that will overlap besides the M16 and the MP5. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 25 March 2023 (UTC)&lt;br /&gt;
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== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
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:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
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:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
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==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
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==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
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== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
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I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)&lt;br /&gt;
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:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
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==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;br /&gt;
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated &amp;quot;M16A3&amp;quot; or was colloquially marketed as such). Plus, it isn't a goof to see &amp;quot;M16A2&amp;quot; and &amp;quot;Auto&amp;quot; markings simultaneously, since M16A3s manufactured by Colt have been marked &amp;quot;M16A2&amp;quot; on the receiver (while other manufacturers like FN apparently did use &amp;quot;M16A3&amp;quot; markings). Now, if the devs later decide to fix the &amp;quot;Auto&amp;quot; marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)&lt;br /&gt;
::I changed the section's title to &amp;quot;Colt Model 901&amp;quot; to prevent confusion, in case the M16A3 designation turns out not to be really the proper one  for this version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]])&lt;br /&gt;
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== HK Machinegun variants ==&lt;br /&gt;
&lt;br /&gt;
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)&lt;br /&gt;
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== Slimeline Pro is possibly a SM26013 ==&lt;br /&gt;
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This is possibly the closest thing I can find&lt;br /&gt;
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https://www.midwayusa.com/product/1020040977&lt;br /&gt;
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I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)&lt;br /&gt;
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==FA-MAS in loading screens==&lt;br /&gt;
Might be worth adding to the unusable weapons list, the &amp;quot;Triple Threat&amp;quot; and &amp;quot;Wading&amp;quot; loading screens feature the rifle, the former with the newer low rail and the latter with the classic carry handle. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 08:17, 23 February 2023 (UTC)&lt;br /&gt;
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==9mm M4 in the current Shoot The Ship playlist tile==&lt;br /&gt;
Probably the MW19 model, just figured I'd mention it's there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:50, 2 March 2023 (UTC)&lt;br /&gt;
:[[File:MWII Ship PCC .jpg|none|600px|]] Here it is, not sure why you don't just get a screencap of it yourself. Anyway, it has a Mlok rail and distinct PEQ and red dot, looks like it's made for the artwork and isn't the previous game's model. The CoD wiki also has those loading images with the FAMASs mentioned above.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:24, 2 March 2023 (UTC)&lt;br /&gt;
::Speaking of unusable weapons, there's a picture of Los Vaqueros members carrying some rifles in [https://www.youtube.com/watch?v=vvW_09jamfc&amp;amp;t=163s the intro cutscene] of Prison Break. At first glance, they seemed to me like DDM4s, judging by the stock on the rifle on the left. But then again, we can't see much details, so it may or may not be one of the in-game weapons with a buttstock attachment, I'm not sure. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:13, 18 March 2023 (UTC)&lt;br /&gt;
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== Remaining upcoming DLC weapons have been datamined ==&lt;br /&gt;
&lt;br /&gt;
iw9_me_sword02 - another kind of sword&lt;br /&gt;
&lt;br /&gt;
iw9_br_ngsierra - MCX Spear(from the NGSW acronym)&lt;br /&gt;
&lt;br /&gt;
iw9_sn_india - M200 Intervention&lt;br /&gt;
&lt;br /&gt;
iw9_pi_tango9 - Tec-9&lt;br /&gt;
&lt;br /&gt;
iw9_ar_helima - Springfield Hellion&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie45 - APC 45&lt;br /&gt;
&lt;br /&gt;
iw9_sh_tsierra - Tavor TS12&lt;br /&gt;
&lt;br /&gt;
iw9_sn_walpha - WA 2000&lt;br /&gt;
&lt;br /&gt;
iw9_pi_mike2011 - Staccato 2011(already appears in the campaign)&lt;br /&gt;
&lt;br /&gt;
iw9_ar_malima - Malyuk&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie9 - APC 9&lt;br /&gt;
&lt;br /&gt;
iw9_me_kamas - Kamas(Japanese sickles)&lt;br /&gt;
&lt;br /&gt;
iw9_me_kalisticks- Kali Sticks&lt;br /&gt;
&lt;br /&gt;
What are your thoughts? --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:47, 28 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! Assuming this is the full list, there's definitely some stuff I would have liked to see that's apparently not coming back from MW19 (G36, SG 550, L85, FAL, FA-MAS, M9, PM especially). But more positively I'm happy about the M1911 (well, 2011) and it's neat to see the Hellion/VHS-2 showing up in the roster, it's such a cool rifle. It's amusing to see the M200 and WA 2000 as MW2 throwbacks, but not getting the also-MW2 F2000, or especially the FAL when we finally have a battle rifle category is just criminal. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:17, 28 March 2023 (UTC)&lt;br /&gt;
::Looking forward to the VHS in particular, I love that gun. Would be nice if it comes with the flip-up sights the real Hellion is sold with - hell, at this point I'd even take it having the same sights as the M4 - but realistically it's gonna just be the G36-style irons it has in everything else. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 07:44, 28 March 2023 (UTC)&lt;br /&gt;
:::BTW the Uzi(coming in S3), the Minimi(same Bruen Mk9 from MW19, which will be called &amp;quot;Serval&amp;quot; in MWII) and the FAMAS(which seems to have 2 separate versions, probably as full auto/semi and burst only) are in the files too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 02:39, 29 March 2023 (UTC)&lt;br /&gt;
::::Oh good, those three/four I would love to see. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 07:14, 29 March 2023 (UTC)&lt;br /&gt;
:::::Season 3 teaser dropped today, showcasing the FJX Imperium (Intervention). Interestingly, it is shown to be chambered in &amp;quot;6.8 Wrath&amp;quot;, which sounds an awful lot like 6.8 FURY, used in the MCX SPEAR/XM7. Probably not intentional, but curious nevertheless. [[User:MonocledTarantula432|talk]]) 6:03, 3 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EBR-14 ==&lt;br /&gt;
&lt;br /&gt;
So for this thing, which characteristic takes precedence - the receiver selector or the default barrel length?&lt;br /&gt;
[[File:MWII EBR-14 Reciever.jpg|none|600px]]&lt;br /&gt;
Here's what the right side of the receiver looks like, it's the same for both variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 03:27, 3 April 2023 (UTC)&lt;br /&gt;
:I remember a similar situation that happened in the past on one of the Ghost Recon pages, and a user who's knowledgeable on the M14 series stated that the presence of a select-fire lever rules out the M14 EBR-RI identification - and I agree with this; the selector is more important. Consequently, it's gotta be IDed either as a Mk 14 Mod 0 EBR with a long barrel, or as an M14 with a Sage chassis and a Mk 14 gas system. I'd go with the former, especially that the in-game gun can be modified with a Mk 14-length barrel (now, the selector is fictionalized, but still). -[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 3 April 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1556672</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1556672"/>
		<updated>2023-02-17T04:27:22Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* AK-105 */ Looked back at some Gunsmith footage dating as early as Nov. 1, 2022. Apparently the AK-105 never even had a stockless option? Think we misremembered or something.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides.&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel, as well as the slanted compensator cuts.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|601px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|601px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|601px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|601px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|601px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|601px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning mag release.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim foreends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semiautomatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. &lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). The shotgun's bolt will lock open when empty when using either stick magazine, but does not lock back when using the drum. The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Vepr12 MW22 Gunsmith.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Vepr12 MW22 Gunsmith2.jpg|thumb|none|600px|The right hand side of the Vepr-12.]]&lt;br /&gt;
[[File:Mwiiveprshotshotgun.jpg|thumb|none|600px|&amp;quot;Yo dawg we heard you liked shotguns.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous Modern Warfare's pump-action shotgun, this weapon is chamber-loaded upon running empty, a rare instance in the Call of Duty franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:MWII AK underfolding.jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty. &lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animtion when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held &amp;quot;upside down&amp;quot; in their hand), then rocks it in and performs and underhand pull of the bolt.&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller sibling, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO&amp;quot; from ''MW19''. It also shares similar Magpul MBUS styled iron sights. &lt;br /&gt;
&lt;br /&gt;
The gas system is of APC556-esque length, but the handguard has the shape of the APC300 and early versions of the APC556 PDW, albeit elongated. It is chambered in in 5.56x45mm by default, and can be modified to use .300 Blackout ammunition like an APC300.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum.]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done; this was fixed sometime after the Season 1 update. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captian Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tempus Torrent&amp;quot;==&lt;br /&gt;
What appears to be a [[Knight's Armament SR-25]] E2 variant, a Marksman Rifle, will be the mid-season weapon in Season 2.&lt;br /&gt;
[[File:SR25 E2 ACC.jpg|thumb|450px|none|Knight's Armament SR-25 E2 Advanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle. It has an M14 EBR-RI / M39 EMR style longer barrel by default, but can be modified with a standard Mk 14 EBR sized barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground in the Dark Water pre-release gameplay video, left. In the final game, Soap is holding a Vector, likely for consistency as the Mk 14 transforms to the Vector after the cinematic during the pre-release gameplay.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish semi-auto only M14 on Zarqwa Hydroelectric. Its got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is briefly available in singleplayer during the opening mission (with the unsurpressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. &lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features). It can also equip a fictional 100 round PMAG as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR variants, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in Special Operations and DMZ it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently with both airframes' M230 autocannons - though only the one in the actual correct mounting position is actually used.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The same pseudo-AC-130 from ''Modern Warfare'' returns, now with an appearance in the Campaign and again as a multiplayer killstreak reward. It's [[M102 Howitzer|M102 105mm howitzer]] appears prominently in the pre-rendered cutscenes of the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==Mortar==&lt;br /&gt;
Some yet-to-be-identified mortars are seen outside a building in the mission &amp;quot;Recon by Fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2 content; unlocked by completing all of the &amp;quot;Path of the Ronin&amp;quot; event challenges or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;, outside the outbuildings next to the lighthouse. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1556656</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1556656"/>
		<updated>2023-02-16T23:40:07Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Heckler &amp;amp; Koch HK93A2 */  I do not remember exactly when, but I did notice that there are actual bullets in the new magazine now when reloading.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides.&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel, as well as the slanted compensator cuts.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|601px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|601px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|601px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|601px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|601px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|601px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning mag release.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim foreends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semiautomatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. &lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Vepr12 MW22 Gunsmith.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Vepr12 MW22 Gunsmith2.jpg|thumb|none|600px|The right hand side of the Vepr-12.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous Modern Warfare's pump-action shotgun, this weapon is chamber-loaded upon running empty, a rare instance in the Call of Duty franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:MWII AK underfolding.jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty. Prior to the Season 2 update, this would be done even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, previously including the impossible reloading technique without the stock before the Season 2 update.&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller sibling, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO&amp;quot; from ''MW19''. It also shares similar Magpul MBUS styled iron sights. &lt;br /&gt;
&lt;br /&gt;
The gas system is of APC556-esque length, but the handguard has the shape of the APC300 and early versions of the APC556 PDW, albeit elongated. It is chambered in in 5.56x45mm by default, and can be modified to use .300 Blackout ammunition like an APC300.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum.]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done; this was fixed sometime after the Season 1 update. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captian Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tempus Torrent&amp;quot;==&lt;br /&gt;
What appears to be a [[Knight's Armament SR-25]] E2 variant, a Marksman Rifle, will be the mid-season weapon in Season 2.&lt;br /&gt;
[[File:SR25 E2 ACC.jpg|thumb|450px|none|Knight's Armament SR-25 E2 Advanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle. It has an M14 EBR-RI / M39 EMR style longer barrel by default, but can be modified with a standard Mk 14 EBR sized barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground in the Dark Water pre-release gameplay video, left. In the final game, Soap is holding a Vector, likely for consistency as the Mk 14 transforms to the Vector after the cinematic during the pre-release gameplay.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish semi-auto only M14 on Zarqwa Hydroelectric. Its got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is briefly available in singleplayer during the opening mission (with the unsurpressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. &lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features). It can also equip a fictional 100 round PMAG as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR variants, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in Special Operations and DMZ it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently with both airframes' M230 autocannons - though only the one in the actual correct mounting position is actually used.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The same pseudo-AC-130 from ''Modern Warfare'' returns, now with an appearance in the Campaign and again as a multiplayer killstreak reward. It's [[M102 Howitzer|M102 105mm howitzer]] appears prominently in the pre-rendered cutscenes of the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==Mortar==&lt;br /&gt;
Some yet-to-be-identified mortars are seen outside a building in the mission &amp;quot;Recon by Fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2 content; unlocked by completing all of the &amp;quot;Path of the Ronin&amp;quot; event challenges or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;, outside the outbuildings next to the lighthouse. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1556649</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1556649"/>
		<updated>2023-02-16T23:30:17Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* AKS-74UN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides.&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel, as well as the slanted compensator cuts.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|601px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|601px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|601px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|601px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|601px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|601px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning mag release.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim foreends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semiautomatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. &lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Vepr12 MW22 Gunsmith.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Vepr12 MW22 Gunsmith2.jpg|thumb|none|600px|The right hand side of the Vepr-12.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous Modern Warfare's pump-action shotgun, this weapon is chamber-loaded upon running empty, a rare instance in the Call of Duty franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:MWII AK underfolding.jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty. Prior to the Season 2 update, this would be done even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, previously including the impossible reloading technique without the stock before the Season 2 update.&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller sibling, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO&amp;quot; from ''MW19''. It also shares similar Magpul MBUS styled iron sights. &lt;br /&gt;
&lt;br /&gt;
The gas system is of APC556-esque length, but the handguard has the shape of the APC300 and early versions of the APC556 PDW, albeit elongated. It is chambered in in 5.56x45mm by default, and can be modified to use .300 Blackout ammunition like an APC300.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum.]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captian Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tempus Torrent&amp;quot;==&lt;br /&gt;
What appears to be a [[Knight's Armament SR-25]] E2 variant, a Marksman Rifle, will be the mid-season weapon in Season 2.&lt;br /&gt;
[[File:SR25 E2 ACC.jpg|thumb|450px|none|Knight's Armament SR-25 E2 Advanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle. It has an M14 EBR-RI / M39 EMR style longer barrel by default, but can be modified with a standard Mk 14 EBR sized barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground in the Dark Water pre-release gameplay video, left. In the final game, Soap is holding a Vector, likely for consistency as the Mk 14 transforms to the Vector after the cinematic during the pre-release gameplay.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish semi-auto only M14 on Zarqwa Hydroelectric. Its got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is briefly available in singleplayer during the opening mission (with the unsurpressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. &lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features). It can also equip a fictional 100 round PMAG as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR variants, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in Special Operations and DMZ it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently with both airframes' M230 autocannons - though only the one in the actual correct mounting position is actually used.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The same pseudo-AC-130 from ''Modern Warfare'' returns, now with an appearance in the Campaign and again as a multiplayer killstreak reward. It's [[M102 Howitzer|M102 105mm howitzer]] appears prominently in the pre-rendered cutscenes of the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==Mortar==&lt;br /&gt;
Some yet-to-be-identified mortars are seen outside a building in the mission &amp;quot;Recon by Fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2 content; unlocked by completing all of the &amp;quot;Path of the Ronin&amp;quot; event challenges or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;, outside the outbuildings next to the lighthouse. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1556648</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1556648"/>
		<updated>2023-02-16T23:29:28Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* AK-105 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides.&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel, as well as the slanted compensator cuts.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|601px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|601px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|601px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|601px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|601px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|601px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning mag release.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim foreends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semiautomatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. &lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Vepr12 MW22 Gunsmith.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Vepr12 MW22 Gunsmith2.jpg|thumb|none|600px|The right hand side of the Vepr-12.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous Modern Warfare's pump-action shotgun, this weapon is chamber-loaded upon running empty, a rare instance in the Call of Duty franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:MWII AK underfolding.jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty. Prior to the Season 2 update, this would be done even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller sibling, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO&amp;quot; from ''MW19''. It also shares similar Magpul MBUS styled iron sights. &lt;br /&gt;
&lt;br /&gt;
The gas system is of APC556-esque length, but the handguard has the shape of the APC300 and early versions of the APC556 PDW, albeit elongated. It is chambered in in 5.56x45mm by default, and can be modified to use .300 Blackout ammunition like an APC300.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum.]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captian Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tempus Torrent&amp;quot;==&lt;br /&gt;
What appears to be a [[Knight's Armament SR-25]] E2 variant, a Marksman Rifle, will be the mid-season weapon in Season 2.&lt;br /&gt;
[[File:SR25 E2 ACC.jpg|thumb|450px|none|Knight's Armament SR-25 E2 Advanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle. It has an M14 EBR-RI / M39 EMR style longer barrel by default, but can be modified with a standard Mk 14 EBR sized barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground in the Dark Water pre-release gameplay video, left. In the final game, Soap is holding a Vector, likely for consistency as the Mk 14 transforms to the Vector after the cinematic during the pre-release gameplay.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish semi-auto only M14 on Zarqwa Hydroelectric. Its got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is briefly available in singleplayer during the opening mission (with the unsurpressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. &lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features). It can also equip a fictional 100 round PMAG as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR variants, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in Special Operations and DMZ it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently with both airframes' M230 autocannons - though only the one in the actual correct mounting position is actually used.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The same pseudo-AC-130 from ''Modern Warfare'' returns, now with an appearance in the Campaign and again as a multiplayer killstreak reward. It's [[M102 Howitzer|M102 105mm howitzer]] appears prominently in the pre-rendered cutscenes of the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==Mortar==&lt;br /&gt;
Some yet-to-be-identified mortars are seen outside a building in the mission &amp;quot;Recon by Fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2 content; unlocked by completing all of the &amp;quot;Path of the Ronin&amp;quot; event challenges or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;, outside the outbuildings next to the lighthouse. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1556647</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1556647"/>
		<updated>2023-02-16T23:28:58Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* AK-105 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides.&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel, as well as the slanted compensator cuts.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|601px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|601px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|601px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|601px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|601px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|601px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning mag release.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim foreends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semiautomatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. &lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Vepr12 MW22 Gunsmith.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Vepr12 MW22 Gunsmith2.jpg|thumb|none|600px|The right hand side of the Vepr-12.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous Modern Warfare's pump-action shotgun, this weapon is chamber-loaded upon running empty, a rare instance in the Call of Duty franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:MWII AK underfolding.jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty; prior to the Season 2 update, this would be done even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller sibling, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO&amp;quot; from ''MW19''. It also shares similar Magpul MBUS styled iron sights. &lt;br /&gt;
&lt;br /&gt;
The gas system is of APC556-esque length, but the handguard has the shape of the APC300 and early versions of the APC556 PDW, albeit elongated. It is chambered in in 5.56x45mm by default, and can be modified to use .300 Blackout ammunition like an APC300.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum.]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captian Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tempus Torrent&amp;quot;==&lt;br /&gt;
What appears to be a [[Knight's Armament SR-25]] E2 variant, a Marksman Rifle, will be the mid-season weapon in Season 2.&lt;br /&gt;
[[File:SR25 E2 ACC.jpg|thumb|450px|none|Knight's Armament SR-25 E2 Advanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle. It has an M14 EBR-RI / M39 EMR style longer barrel by default, but can be modified with a standard Mk 14 EBR sized barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground in the Dark Water pre-release gameplay video, left. In the final game, Soap is holding a Vector, likely for consistency as the Mk 14 transforms to the Vector after the cinematic during the pre-release gameplay.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish semi-auto only M14 on Zarqwa Hydroelectric. Its got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is briefly available in singleplayer during the opening mission (with the unsurpressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. &lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features). It can also equip a fictional 100 round PMAG as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR variants, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in Special Operations and DMZ it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently with both airframes' M230 autocannons - though only the one in the actual correct mounting position is actually used.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The same pseudo-AC-130 from ''Modern Warfare'' returns, now with an appearance in the Campaign and again as a multiplayer killstreak reward. It's [[M102 Howitzer|M102 105mm howitzer]] appears prominently in the pre-rendered cutscenes of the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==Mortar==&lt;br /&gt;
Some yet-to-be-identified mortars are seen outside a building in the mission &amp;quot;Recon by Fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2 content; unlocked by completing all of the &amp;quot;Path of the Ronin&amp;quot; event challenges or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;, outside the outbuildings next to the lighthouse. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1548332</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1548332"/>
		<updated>2023-01-18T16:18:48Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* M24 SWS (in custom chassis) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides.&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel, as well as the slanted compensator cuts.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim foreends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:MWII AK underfolding.jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Honey Badger / SIG-Sauer MCX hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is briefly available in singleplayer during the opening mission (with the “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captian Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle. It has an M14 EBR-RI / M39 EMR style longer barrel by default, but can be modified with a standard Mk 14 EBR sized barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground in the Dark Water pre-release gameplay video, left. In the final game, Soap is holding a Vector, likely for consistency as the Mk 14 transforms to the Vector after the cinematic during the pre-release gameplay.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. &lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features). It can also equip a fictional 100 round PMAG as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR variants, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently with both airframes' M230 autocannons - though only the one in the actual correct mounting position is actually used.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The same pseudo-AC-130 from ''Modern Warfare'' returns, now with an appearance in the Campaign and again as a multiplayer killstreak reward. It's [[M102 Howitzer|M102 105mm howitzer]] appears prominently in the pre-rendered cutscenes of the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1545881</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1545881"/>
		<updated>2023-01-08T23:45:02Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Mossberg 590M */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides.&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel, as well as the slanted compensator cuts.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim foreends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:MWII AK underfolding.jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Honey Badger / SIG-Sauer MCX hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is briefly available in singleplayer during the opening mission (with the “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captian Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle. It has an M14 EBR-RI / M39 EMR style longer barrel by default, but can be modified with a standard Mk 14 EBR sized barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground in the Dark Water pre-release gameplay video, left. In the final game, Soap is holding a Vector, likely for consistency as the Mk 14 transforms to the Vector after the cinematic during the pre-release gameplay.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .300 Winchester Magnum.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. &lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features). It can also equip a fictional 100 round PMAG as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR variants, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently with both airframes' M230 autocannons - though only the one in the actual correct mounting position is actually used.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1544926</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1544926"/>
		<updated>2023-01-04T17:50:16Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* MRAD named &amp;quot;Victus XMR&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True_Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI OPtical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is based on the Hensoldt ZO 4x30i scope.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized Surefire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===Surefire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===Surefire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a Surefire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
===Surefire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the Surefire MAG5-60.&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E.Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of Surefire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTAC Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTAC Grimline Laser&amp;quot; is a stylized B.E.Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Xten Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;Xten Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs&amp;amp;t=8s here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though Kyle Garrick carries one while he is an NPC. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;br /&gt;
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated &amp;quot;M16A3&amp;quot; or was colloquially marketed as such). Plus, it isn't a goof to see &amp;quot;M16A2&amp;quot; and &amp;quot;Auto&amp;quot; markings simultaneously, since M16A3s manufactured by Colt have been marked &amp;quot;M16A2&amp;quot; on the receiver (while other manufacturers like FN did use &amp;quot;M16A3&amp;quot; markings). Now, if the devs later decide to fix the &amp;quot;Auto&amp;quot; marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HK Machinegun variants ==&lt;br /&gt;
&lt;br /&gt;
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1536903</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1536903"/>
		<updated>2022-11-28T11:01:48Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* &amp;quot;M4&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel and a collapsible stock&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid, with the lower receiver based on the early AAC version, while the right side of the upper receiver and the handguard are based on the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there are no enemies to effectively combat with it. It will be available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
Pairing the &amp;quot;KAS-7 406mm&amp;quot; barrel with the &amp;quot;Kastov-Rama&amp;quot; stock turns the rifle into an [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
It is incorrectly used by the Mexican Army, instead of the more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .300 Winchester Magnum.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
===STI 2011===&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1536899</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1536899"/>
		<updated>2022-11-28T10:57:59Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Heckler &amp;amp; Koch HK93A2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel and a collapsible stock&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid, with the lower receiver based on the early AAC version, while the right side of the upper receiver and the handguard are based on the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there are no enemies to effectively combat with it. It will be available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
Pairing the &amp;quot;KAS-7 406mm&amp;quot; barrel with the &amp;quot;Kastov-Rama&amp;quot; stock turns the rifle into an [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
It is incorrectly used by the Mexican Army, instead of the more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel an rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .300 Winchester Magnum.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
===STI 2011===&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1535183</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1535183"/>
		<updated>2022-11-20T18:14:47Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* FN SCAR-L */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and it's said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro. &lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” integrally suppressed barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]]. It has an MPX Gen 1 style handguard fitted to the Gen 2 receiver.&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel and a collapsible stock&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid, with the lower receiver based on the early AAC version and the right side of the upper receiver based on the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there are no enemies to effectively combat with it. It will be available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74===&lt;br /&gt;
Pairing the &amp;quot;KAS-7 406mm&amp;quot; barrel with the &amp;quot;Kastov-Rama&amp;quot; stock turns the rifle into an [[AKS-74]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74]].&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the length of the barrel and cocking tube is between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extened magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Century Arms C93 pistol.jpg|thumb|none|350px|Century Arms C93 pistol - 5.56x45mm NATO. The &amp;quot;Lachmann-556&amp;quot; has a slightly longer barrel than this weapon.]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel an rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The M16A3 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16A3.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16A3 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. It is seen in the campaign in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick while he is an NPC. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX Virtus.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
What looks like the previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911-type handgun in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1535182</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1535182"/>
		<updated>2022-11-20T18:12:20Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* PP-19-01 Vityaz */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and it's said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro. &lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” integrally suppressed barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]]. It has an MPX Gen 1 style handguard fitted to the Gen 2 receiver.&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel and a collapsible stock&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid, with the lower receiver based on the early AAC version and the right side of the upper receiver based on the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there are no enemies to effectively combat with it. It will be available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74===&lt;br /&gt;
Pairing the &amp;quot;KAS-7 406mm&amp;quot; barrel with the &amp;quot;Kastov-Rama&amp;quot; stock turns the rifle into an [[AKS-74]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74]].&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDWS 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the length of the barrel and cocking tube is between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extened magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Century Arms C93 pistol.jpg|thumb|none|350px|Century Arms C93 pistol - 5.56x45mm NATO. The &amp;quot;Lachmann-556&amp;quot; has a slightly longer barrel than this weapon.]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel an rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The M16A3 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16A3.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16A3 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. It is seen in the campaign in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick while he is an NPC. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX Virtus.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
What looks like the previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911-type handgun in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1535180</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1535180"/>
		<updated>2022-11-20T18:11:04Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* PP-19-01 Vityaz */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and it's said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro. &lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. At launch, the Vityaz could not accept any underbarrel accessories in multiplayer; as of the Season 1 update, this functionality has been added. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” integrally suppressed barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]]. It has an MPX Gen 1 style handguard fitted to the Gen 2 receiver.&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel and a collapsible stock&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid, with the lower receiver based on the early AAC version and the right side of the upper receiver based on the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there are no enemies to effectively combat with it. It will be available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74===&lt;br /&gt;
Pairing the &amp;quot;KAS-7 406mm&amp;quot; barrel with the &amp;quot;Kastov-Rama&amp;quot; stock turns the rifle into an [[AKS-74]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74]].&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDWS 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the length of the barrel and cocking tube is between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extened magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Century Arms C93 pistol.jpg|thumb|none|350px|Century Arms C93 pistol - 5.56x45mm NATO. The &amp;quot;Lachmann-556&amp;quot; has a slightly longer barrel than this weapon.]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel an rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The M16A3 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16A3.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16A3 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. It is seen in the campaign in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick while he is an NPC. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX Virtus.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
What looks like the previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911-type handgun in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1535179</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1535179"/>
		<updated>2022-11-20T18:10:49Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* PP-19-01 Vityaz */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and it's said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro. &lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. At launch, the Vityaz could nott accept any underbarrel accessories in multiplayer; as of the Season 1 update, this functionality has been added. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” integrally suppressed barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]]. It has an MPX Gen 1 style handguard fitted to the Gen 2 receiver.&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel and a collapsible stock&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid, with the lower receiver based on the early AAC version and the right side of the upper receiver based on the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there are no enemies to effectively combat with it. It will be available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74===&lt;br /&gt;
Pairing the &amp;quot;KAS-7 406mm&amp;quot; barrel with the &amp;quot;Kastov-Rama&amp;quot; stock turns the rifle into an [[AKS-74]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74]].&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDWS 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the length of the barrel and cocking tube is between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extened magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Century Arms C93 pistol.jpg|thumb|none|350px|Century Arms C93 pistol - 5.56x45mm NATO. The &amp;quot;Lachmann-556&amp;quot; has a slightly longer barrel than this weapon.]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel an rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The M16A3 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16A3.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16A3 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. It is seen in the campaign in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick while he is an NPC. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX Virtus.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
What looks like the previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911-type handgun in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1534648</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1534648"/>
		<updated>2022-11-18T04:16:45Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* MRAD named &amp;quot;Victus XMR&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True_Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI OPtical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is an unknown sight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized Surefire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
===Surefire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the Surefire MAG5-60.&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E.Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of Surefire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs&amp;amp;t=8s here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though Kyle Garrick carries one while he is an NPC. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 4:16, 18 November 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1534647</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1534647"/>
		<updated>2022-11-18T04:15:54Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* MRAD named &amp;quot;Victus XMR&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True_Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI OPtical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is an unknown sight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized Surefire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
===Surefire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the Surefire MAG5-60.&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E.Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of Surefire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs&amp;amp;t=8s here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though Kyle Garrick carries one while he is an NPC. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 11:15, 17 November 2022 (EST)&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1534646</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1534646"/>
		<updated>2022-11-18T04:14:18Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* MRAD named &amp;quot;Victus XMR&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True_Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI OPtical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is an unknown sight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized Surefire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
===Surefire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the Surefire MAG5-60.&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E.Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of Surefire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs&amp;amp;t=8s here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though Kyle Garrick carries one while he is an NPC. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon.&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1529334</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1529334"/>
		<updated>2022-10-30T07:11:34Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* &amp;quot;12-Gauge Deputy&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly  Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare''. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles, marksman rifles, light machine guns, and sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms in ''Modern Warfare II'' are the following:&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* AK-47 Platform (AK-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* Fennec (KRISS Vector-based weapons)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* RAAL Platform (SIG-Sauer machine guns)&lt;br /&gt;
* Bull Platform (Steyr AUG-based weapons)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot;. The new model features Picatinny rails on the 12 o'clock and 6 o'clock positions, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 DEAGLE.jpg|thumb|none|600px|The Desert Eagle in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot; is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It appears to be based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It was first seen in the reveal trailer, equipped with a red dot sight in the hands of Kyle Garrick. Another Glock is later seen in Ghost's chest holster. It is used by Russian PMCs in-game.&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:MW22 G17.jpg|thumb|none|600px|The Glock 17 in the loadout screen. Note the non-standard grip texture.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:MWII-Trailer-Glock2.jpg|thumb|none|600px|Another Glock in Ghost's chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional. A carbine conversion kit resembling various designs like from CAA and Hera Arms is available for the X13, although with a AR-15 style T-handle in spite of the slide mounted ambi charging handles that are common on pistol conversion kits.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:CAA MCK black.jpg|thumb|none|450px|Glock pistol mounted in CAA MCK.]]&lt;br /&gt;
[[File:MW22 G18.jpg|thumb|none|600px|The tan Glock 18 in the loadout screen. It seems to have a grip texture that looks more like the real Gen 5 pattern.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta, Bruen seeming to be the equivalent to SIG Sauer). The decocker is actually used during the inspect animation and when reholstering the pistol. A double-action only DAK trigger group is available.&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:MW22 P220.jpg|thumb|none|600px|The SIG in the loadout screen.]]&lt;br /&gt;
[[File:MWII-P220-1.jpg|thumb|none|600px|John Price using a suppressed P220 in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:MW22 M500.jpg|thumb|none|600px|The Model 500 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
The [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot;. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 P90.jpg|thumb|none|600px|The P90 in the loadout screen. The barrel is noticeably longer and the grips are sharper compared to the real gun. Also note that the model lacks an ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:MW22 MP5.jpg|thumb|none|600px|The faux-MP5 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot;.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the slightly extended barrel and rail (the latter seemingly inspired by the KRISS MK1 Modular Rail) and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with an LCT AK-9 airsoft railed AK-74 polymer style forend.&lt;br /&gt;
[[file:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen. Note the LCT AK-9 airsoft handguard.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
The MPX can be modified with a 4.5&amp;quot; barrel, turning it into an [[SIG-Sauer MPX K|MPX K]]. In this configuration, it is fitted with an M-LOK handguard that is slightly longer than it should be.&lt;br /&gt;
[[File:MPX K M-LOK PCB.jpg|thumb|none|450px|SIG-Sauer MPX K (Gen 2) with M-LOK handguard, PCB folding brace and Timney trigger - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk.&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. The model depicted is a hybrid of the early AAC version and the current Q model.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. It is fitted with an LCT AK-9 airsoft railed AK-74 polymer style forend.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, though it retains the AK-103's front sight block. It can also be fitted with an AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, or an [[AKMS]]'s underfolding stock with the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103.jpg|thumb|none|600px|The AK-103 in the loadout screen. Note the LCT AK-9 airsoft handguard.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It is fitted with an LCT AK-9 airsoft railed AK-74 polymer style forend.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the same Picatinn-ized polymer AK handguard seen on the &amp;quot;Kastov-762.&amp;quot;]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;IG-K30 406mm&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, so an [[AKMSU]] conversion might be planned in the final release. A variant with Zenitco handguard and stock is available. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AKS74U.jpg|thumb|none|600px|The AKS-74UN in the loadout screen.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. A typo in the gunsmith erroneously describes the weapon as firing &amp;quot;7.26mm&amp;quot; cartridges.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot;. It is depicted with incorrect H&amp;amp;K style fire selector markings.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|450px|none|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 16.jpg|thumb|none|600px|The SCAR-L in the loadout screen.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] converted to full-auto appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[Heckler &amp;amp; Koch G3A3|G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 G3.jpg|thumb|none|600px|The HK91A2 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A full-auto converted [[Heckler &amp;amp; Koch HK93A2]] appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the select-fire [[Heckler &amp;amp; Koch HK33#Heckler &amp;amp; Koch HK33|HK33]].&lt;br /&gt;
&lt;br /&gt;
By default, it has a shortened barrel and cocking tube (the length being between the HK33KA3 and HK53). It can be modified with full-sized ones with the &amp;quot;LM Aurora 90 Barrel&amp;quot; attachment, or with an HK33K-esque barrel with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 HK33.jpg|thumb|none|600px|The shortened HK93A2 in the loadout screen. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with an [[MP5SD]] style integrally suppressed barrel. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom URGI themed [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16-style handguard, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. According to pre-release materials, the in-game base M4-type carbine will be a base weapon with numerous variants included as part of an unlock tree in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:MW22 M4.jpg|none|thumb|600px|The custom AR-15 in the loadout screen. Unlike the Colt Model 933 in the previous game, this rifle actually has an auto sear pin.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|Promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault prominently showcase the &amp;quot;M4&amp;quot; and its customization options. Some of the customization options include the M16A2-style plastic handguards seen on early M4 carbines, a SAI GRY 14.5/KAC URX 3.1/Daniel Defense RIS II frankenstein handguard, and a Troy M7A1-esque buttstock, among other options.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is the select-fire variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM_16_CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:MW22 M16.jpg|thumb|none|600px|The M16A3 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;LX-97 Torque Barrel&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]].&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel of approximately 9 inches.&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with a Holosun red dot sight (presumably the same optic that appeared in the previous game) can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot;.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game. The first one is the &amp;quot;SP-R 208&amp;quot; returning from from ''Modern Warfare'' in the marksman rifles class.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 HK21.jpg|thumb|none|600px|The HK21 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;. Sakin means &amp;quot;Knife&amp;quot; in Hebrew.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]] returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG's 2020 prototype style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR.&amp;quot;&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears exclusively in the campaign as the &amp;quot;REV G-80&amp;quot;.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] will again be featured as a standard rocket launcher in ''MWII''. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1527324</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1527324"/>
		<updated>2022-10-21T10:41:17Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Q Honey Badger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
[[File:MWII-cover.jpg|thumb|right|300px|''Call of Duty: Modern Warfare II'' (2022)]]&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare''. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles, marksman rifles, light machine guns, and sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms in ''Modern Warfare II'' are the following:&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* AK-47 Platform (AK-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* Fennec (KRISS Vector-based weapons)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* RAAL Platform (SIG-Sauer machine guns)&lt;br /&gt;
* Bull Platform (Steyr AUG-based weapons)&lt;br /&gt;
&lt;br /&gt;
One new action introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot;. The new model features Picatinny rails on the 12 o'clock and 6 o'clock positions, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. Is frequently used by Las Almas cartel members.&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot; is a stylized [[Glock 17|Glock 17 MOS]]. It appears to be based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It was first seen equipped with a red dot sight in the reveal trailer, presumably (based on the first-person character model) in the hands of Kyle Garrick. Another Glock is later seen in Ghost's chest holster. Is used by Russian PMCs in-game.&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:MWII-Trailer-Glock.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. The slide never moves, which is likely an oversight. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:MWII-Trailer-Glock2.jpg|thumb|none|600px|Another Glock in Ghost's chest holster. It appears to have a non-standard grip texture.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has most visual features of the &amp;quot;X12&amp;quot;, including the Gen 5 components, even though the real Glock 18 isn't known to exist in Gen 5. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional. A carbine conversion kit resembling various designs like from CAA and Hera Arms is available for the X13, although with a AR-15 style T-handle in spite of the slide mounted ambi charging handles that are common on pistol conversion kits.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:CAA MCK black.jpg|thumb|none|450px|A Glock pistol mounted in a CAA RONI MCK.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol.&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:MWII-P226-1.jpg|thumb|none|600px|John Price using a suppressed P220 in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Centum 5&amp;quot;. The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
The [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;PDSW 528&amp;quot;.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A heavily fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot;.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|The MP7A2 as seen on the left.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accomodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;. It still uses the earlier Bizon-1's 64-round helical magazine by default.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Zyklov 9&amp;quot;.&lt;br /&gt;
[[file:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] appears as the &amp;quot;BAS-P&amp;quot;. It is seen being held by Alejandro Vargas in the reveal trailer.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;. Is incorrectly used by Russian forces, instead of a more correct [[Saiga-12|Izhmash KS-K]].&lt;br /&gt;
&lt;br /&gt;
When reloading without the &amp;quot;Fast Reload&amp;quot; perk, the first port-loaded shell in a reload sequence will play a slower animation showing the player character palming shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk.&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
What appears to be a [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590M===&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant appears as the &amp;quot;Bryson 890&amp;quot;.&lt;br /&gt;
[[File:590m.jpg|thumb|none|400px|Mossberg 590M Shockwave - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;.&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 with cleaning rod removed - 7.62x39mm]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AKMS===&lt;br /&gt;
Some variants of the &amp;quot;Kastov 762&amp;quot; found in the campaign are modeled after the [[AKMS]], though they still have the AK-103's front sight block and its side-folding stock latch at the front of the receiver.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] appears as the &amp;quot;Kastov 545&amp;quot;.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;, with rails at the bottom and on the right side of the handguard. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, so an [[AKMSU]] conversion might be planned in the final release. A variant with Zenitco handguard and stock is available. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] returns as the &amp;quot;TAQ-V&amp;quot;. A typo in the gunsmith erroneously describes the weapon as firing &amp;quot;7.26mm&amp;quot; cartridges.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version is set to appear under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5 Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot;. It is depicted with incorrect H&amp;amp;K style fire-selector markings.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|450px|none|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] converted to full-auto appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[Heckler &amp;amp; Koch G3A3|G3]].&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A full-auto converted [[Heckler &amp;amp; Koch HK93A2]] appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the select-fire [[Heckler &amp;amp; Koch HK33#Heckler &amp;amp; Koch HK33|HK33]].&lt;br /&gt;
&lt;br /&gt;
By default, it has a shortened barrel and cocking tube (the length being between the HK33KA3 and HK53). It can be modified with full-sized ones with the &amp;quot;LM Aurora 90 Barrel&amp;quot; attachment, or with an HK33K-esque barrel with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with an [[MP5SD]] style integrally suppressed barrel. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16-style handguard, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. According to pre-release materials, the in-game base M4-type carbine will be a base weapon with numerous variants included as part of an unlock tree in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|400px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|Promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault prominently showcase the &amp;quot;M4&amp;quot; and its customization options. Unlike the Colt Model 933 in the previous game, this rifle actually has an auto sear pin. Some of the customization options include the M16A2-style plastic handguards seen on early M4 carbines, a SAI GRY 14.5/KAC URX 3.1/Daniel Defense RIS II frankenstein handguard, and a Troy M7A1-esque buttstock, among other options.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another M4 variant with an unidentified receiver, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is the select-fire variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block.&lt;br /&gt;
&lt;br /&gt;
===M14 (in Sage chassis)===&lt;br /&gt;
The &amp;quot;EBR-14&amp;quot; is a semi-automatic M14 in a Sage EBR-style chassis, classed as a marksman rifle.&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped M14 in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above.&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;LX-97 Torque Barrel&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]].&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood MK2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger==&lt;br /&gt;
In the trailer, Ghost and Soap can be seen with [[Q Honey Badger]]-style compact carbines. It appears as the &amp;quot;Chimera&amp;quot;.&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Soap can be seen on the right, also equipped with a similarly styled carbine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
Price is seen with a [[SIG-Sauer MCX VIRTUS]] in the reveal trailer.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with a Holosun red dot sight (presumably the same optic that appeared in the previous game) can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
An [[Accuracy International AW50]] is seen in promotional material, and appears as the &amp;quot;Victus XMR&amp;quot;.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot;.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
The [[M24 SWS]] from ''Modern Warfare'' is scheduled to appear in the game.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|In the reveal trailer, Ghost is seen with an M24 fitted with a custom chassis, barrel and extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
What appears to be a [[Remington M2010 Enhanced Sniper Rifle]] is held by Soap in a trailer.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
The [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==RPKN==&lt;br /&gt;
The [[RPK#RPK|RPKN]] appears in the game.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40-round magazine - 7.62x39mm. This is an RPKN variant with a scope mount bracket.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]] returns from ''Modern Warfare'', again named the &amp;quot;RAAL MG&amp;quot;.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 - .338 Norma Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR-56&amp;quot;. It is incorrectly depicted with an AUG A3's bolt release.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR.&amp;quot;&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] will again be featured as a standard rocket launcher in ''MWII'' .&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1527323</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1527323"/>
		<updated>2022-10-21T10:40:19Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* Accuracy International AW50 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
[[File:MWII-cover.jpg|thumb|right|300px|''Call of Duty: Modern Warfare II'' (2022)]]&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare''. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles, marksman rifles, light machine guns, and sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms in ''Modern Warfare II'' are the following:&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* AK-47 Platform (AK-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* Fennec (KRISS Vector-based weapons)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* RAAL Platform (SIG-Sauer machine guns)&lt;br /&gt;
* Bull Platform (Steyr AUG-based weapons)&lt;br /&gt;
&lt;br /&gt;
One new action introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot;. The new model features Picatinny rails on the 12 o'clock and 6 o'clock positions, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. Is frequently used by Las Almas cartel members.&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot; is a stylized [[Glock 17|Glock 17 MOS]]. It appears to be based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It was first seen equipped with a red dot sight in the reveal trailer, presumably (based on the first-person character model) in the hands of Kyle Garrick. Another Glock is later seen in Ghost's chest holster. Is used by Russian PMCs in-game.&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:MWII-Trailer-Glock.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. The slide never moves, which is likely an oversight. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:MWII-Trailer-Glock2.jpg|thumb|none|600px|Another Glock in Ghost's chest holster. It appears to have a non-standard grip texture.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has most visual features of the &amp;quot;X12&amp;quot;, including the Gen 5 components, even though the real Glock 18 isn't known to exist in Gen 5. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional. A carbine conversion kit resembling various designs like from CAA and Hera Arms is available for the X13, although with a AR-15 style T-handle in spite of the slide mounted ambi charging handles that are common on pistol conversion kits.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:CAA MCK black.jpg|thumb|none|450px|A Glock pistol mounted in a CAA RONI MCK.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol.&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:MWII-P226-1.jpg|thumb|none|600px|John Price using a suppressed P220 in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Centum 5&amp;quot;. The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
The [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;PDSW 528&amp;quot;.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A heavily fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot;.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|The MP7A2 as seen on the left.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accomodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;. It still uses the earlier Bizon-1's 64-round helical magazine by default.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Zyklov 9&amp;quot;.&lt;br /&gt;
[[file:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] appears as the &amp;quot;BAS-P&amp;quot;. It is seen being held by Alejandro Vargas in the reveal trailer.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;. Is incorrectly used by Russian forces, instead of a more correct [[Saiga-12|Izhmash KS-K]].&lt;br /&gt;
&lt;br /&gt;
When reloading without the &amp;quot;Fast Reload&amp;quot; perk, the first port-loaded shell in a reload sequence will play a slower animation showing the player character palming shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk.&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
What appears to be a [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590M===&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant appears as the &amp;quot;Bryson 890&amp;quot;.&lt;br /&gt;
[[File:590m.jpg|thumb|none|400px|Mossberg 590M Shockwave - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;.&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 with cleaning rod removed - 7.62x39mm]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AKMS===&lt;br /&gt;
Some variants of the &amp;quot;Kastov 762&amp;quot; found in the campaign are modeled after the [[AKMS]], though they still have the AK-103's front sight block and its side-folding stock latch at the front of the receiver.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] appears as the &amp;quot;Kastov 545&amp;quot;.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;, with rails at the bottom and on the right side of the handguard. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, so an [[AKMSU]] conversion might be planned in the final release. A variant with Zenitco handguard and stock is available. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] returns as the &amp;quot;TAQ-V&amp;quot;. A typo in the gunsmith erroneously describes the weapon as firing &amp;quot;7.26mm&amp;quot; cartridges.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version is set to appear under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5 Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot;. It is depicted with incorrect H&amp;amp;K style fire-selector markings.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|450px|none|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] converted to full-auto appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[Heckler &amp;amp; Koch G3A3|G3]].&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A full-auto converted [[Heckler &amp;amp; Koch HK93A2]] appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the select-fire [[Heckler &amp;amp; Koch HK33#Heckler &amp;amp; Koch HK33|HK33]].&lt;br /&gt;
&lt;br /&gt;
By default, it has a shortened barrel and cocking tube (the length being between the HK33KA3 and HK53). It can be modified with full-sized ones with the &amp;quot;LM Aurora 90 Barrel&amp;quot; attachment, or with an HK33K-esque barrel with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with an [[MP5SD]] style integrally suppressed barrel. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16-style handguard, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. According to pre-release materials, the in-game base M4-type carbine will be a base weapon with numerous variants included as part of an unlock tree in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|400px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|Promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault prominently showcase the &amp;quot;M4&amp;quot; and its customization options. Unlike the Colt Model 933 in the previous game, this rifle actually has an auto sear pin. Some of the customization options include the M16A2-style plastic handguards seen on early M4 carbines, a SAI GRY 14.5/KAC URX 3.1/Daniel Defense RIS II frankenstein handguard, and a Troy M7A1-esque buttstock, among other options.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another M4 variant with an unidentified receiver, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is the select-fire variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block.&lt;br /&gt;
&lt;br /&gt;
===M14 (in Sage chassis)===&lt;br /&gt;
The &amp;quot;EBR-14&amp;quot; is a semi-automatic M14 in a Sage EBR-style chassis, classed as a marksman rifle.&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped M14 in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above.&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;LX-97 Torque Barrel&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]].&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood MK2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger==&lt;br /&gt;
In the trailer, Ghost and Soap can be seen with [[Q Honey Badger]]-style compact carbines.&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Soap can be seen on the right, also equipped with a similarly styled carbine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
Price is seen with a [[SIG-Sauer MCX VIRTUS]] in the reveal trailer.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with a Holosun red dot sight (presumably the same optic that appeared in the previous game) can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
An [[Accuracy International AW50]] is seen in promotional material, and appears as the &amp;quot;Victus XMR&amp;quot;.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot;.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
The [[M24 SWS]] from ''Modern Warfare'' is scheduled to appear in the game.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|In the reveal trailer, Ghost is seen with an M24 fitted with a custom chassis, barrel and extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
What appears to be a [[Remington M2010 Enhanced Sniper Rifle]] is held by Soap in a trailer.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
The [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==RPKN==&lt;br /&gt;
The [[RPK#RPK|RPKN]] appears in the game.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40-round magazine - 7.62x39mm. This is an RPKN variant with a scope mount bracket.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]] returns from ''Modern Warfare'', again named the &amp;quot;RAAL MG&amp;quot;.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 - .338 Norma Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR-56&amp;quot;. It is incorrectly depicted with an AUG A3's bolt release.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR.&amp;quot;&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] will again be featured as a standard rocket launcher in ''MWII'' .&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1527322</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1527322"/>
		<updated>2022-10-21T10:38:58Z</updated>

		<summary type="html">&lt;p&gt;MonocledTarantula432: /* SIG-Sauer MPX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
[[File:MWII-cover.jpg|thumb|right|300px|''Call of Duty: Modern Warfare II'' (2022)]]&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare''. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles, marksman rifles, light machine guns, and sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms in ''Modern Warfare II'' are the following:&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* AK-47 Platform (AK-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* Fennec (KRISS Vector-based weapons)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* RAAL Platform (SIG-Sauer machine guns)&lt;br /&gt;
* Bull Platform (Steyr AUG-based weapons)&lt;br /&gt;
&lt;br /&gt;
One new action introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot;. The new model features Picatinny rails on the 12 o'clock and 6 o'clock positions, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. Is frequently used by Las Almas cartel members.&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot; is a stylized [[Glock 17|Glock 17 MOS]]. It appears to be based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It was first seen equipped with a red dot sight in the reveal trailer, presumably (based on the first-person character model) in the hands of Kyle Garrick. Another Glock is later seen in Ghost's chest holster. Is used by Russian PMCs in-game.&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:MWII-Trailer-Glock.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. The slide never moves, which is likely an oversight. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:MWII-Trailer-Glock2.jpg|thumb|none|600px|Another Glock in Ghost's chest holster. It appears to have a non-standard grip texture.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has most visual features of the &amp;quot;X12&amp;quot;, including the Gen 5 components, even though the real Glock 18 isn't known to exist in Gen 5. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional. A carbine conversion kit resembling various designs like from CAA and Hera Arms is available for the X13, although with a AR-15 style T-handle in spite of the slide mounted ambi charging handles that are common on pistol conversion kits.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:CAA MCK black.jpg|thumb|none|450px|A Glock pistol mounted in a CAA RONI MCK.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol.&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:MWII-P226-1.jpg|thumb|none|600px|John Price using a suppressed P220 in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Centum 5&amp;quot;. The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
The [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears as the &amp;quot;PDSW 528&amp;quot;.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A heavily fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot;.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|The MP7A2 as seen on the left.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accomodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;. It still uses the earlier Bizon-1's 64-round helical magazine by default.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Zyklov 9&amp;quot;.&lt;br /&gt;
[[file:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] appears as the &amp;quot;BAS-P&amp;quot;. It is seen being held by Alejandro Vargas in the reveal trailer.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;. Is incorrectly used by Russian forces, instead of a more correct [[Saiga-12|Izhmash KS-K]].&lt;br /&gt;
&lt;br /&gt;
When reloading without the &amp;quot;Fast Reload&amp;quot; perk, the first port-loaded shell in a reload sequence will play a slower animation showing the player character palming shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk.&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
What appears to be a [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590M===&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant appears as the &amp;quot;Bryson 890&amp;quot;.&lt;br /&gt;
[[File:590m.jpg|thumb|none|400px|Mossberg 590M Shockwave - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;.&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 with cleaning rod removed - 7.62x39mm]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AKMS===&lt;br /&gt;
Some variants of the &amp;quot;Kastov 762&amp;quot; found in the campaign are modeled after the [[AKMS]], though they still have the AK-103's front sight block and its side-folding stock latch at the front of the receiver.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] appears as the &amp;quot;Kastov 545&amp;quot;.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;, with rails at the bottom and on the right side of the handguard. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, so an [[AKMSU]] conversion might be planned in the final release. A variant with Zenitco handguard and stock is available. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] returns as the &amp;quot;TAQ-V&amp;quot;. A typo in the gunsmith erroneously describes the weapon as firing &amp;quot;7.26mm&amp;quot; cartridges.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version is set to appear under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5 Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot;. It is depicted with incorrect H&amp;amp;K style fire-selector markings.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|450px|none|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] converted to full-auto appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[Heckler &amp;amp; Koch G3A3|G3]].&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A full-auto converted [[Heckler &amp;amp; Koch HK93A2]] appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the select-fire [[Heckler &amp;amp; Koch HK33#Heckler &amp;amp; Koch HK33|HK33]].&lt;br /&gt;
&lt;br /&gt;
By default, it has a shortened barrel and cocking tube (the length being between the HK33KA3 and HK53). It can be modified with full-sized ones with the &amp;quot;LM Aurora 90 Barrel&amp;quot; attachment, or with an HK33K-esque barrel with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with an [[MP5SD]] style integrally suppressed barrel. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16-style handguard, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. According to pre-release materials, the in-game base M4-type carbine will be a base weapon with numerous variants included as part of an unlock tree in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|400px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|Promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault prominently showcase the &amp;quot;M4&amp;quot; and its customization options. Unlike the Colt Model 933 in the previous game, this rifle actually has an auto sear pin. Some of the customization options include the M16A2-style plastic handguards seen on early M4 carbines, a SAI GRY 14.5/KAC URX 3.1/Daniel Defense RIS II frankenstein handguard, and a Troy M7A1-esque buttstock, among other options.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another M4 variant with an unidentified receiver, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is the select-fire variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block.&lt;br /&gt;
&lt;br /&gt;
===M14 (in Sage chassis)===&lt;br /&gt;
The &amp;quot;EBR-14&amp;quot; is a semi-automatic M14 in a Sage EBR-style chassis, classed as a marksman rifle.&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped M14 in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above.&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;LX-97 Torque Barrel&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]].&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood MK2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger==&lt;br /&gt;
In the trailer, Ghost and Soap can be seen with [[Q Honey Badger]]-style compact carbines.&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Soap can be seen on the right, also equipped with a similarly styled carbine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
Price is seen with a [[SIG-Sauer MCX VIRTUS]] in the reveal trailer.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with a Holosun red dot sight (presumably the same optic that appeared in the previous game) can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
An [[Accuracy International AW50]] is seen in promotional material.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot;.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
The [[M24 SWS]] from ''Modern Warfare'' is scheduled to appear in the game.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|In the reveal trailer, Ghost is seen with an M24 fitted with a custom chassis, barrel and extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
What appears to be a [[Remington M2010 Enhanced Sniper Rifle]] is held by Soap in a trailer.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
The [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==RPKN==&lt;br /&gt;
The [[RPK#RPK|RPKN]] appears in the game.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40-round magazine - 7.62x39mm. This is an RPKN variant with a scope mount bracket.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]] returns from ''Modern Warfare'', again named the &amp;quot;RAAL MG&amp;quot;.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 - .338 Norma Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR-56&amp;quot;. It is incorrectly depicted with an AUG A3's bolt release.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR.&amp;quot;&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] will again be featured as a standard rocket launcher in ''MWII'' .&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>MonocledTarantula432</name></author>
	</entry>
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