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Far Cry 2

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Revision as of 19:19, 30 June 2009 by Dongs (talk | contribs) (.357 is 9mm until you get to the second decimal, but if you want to be exact...)
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The following weapons appear in the video game Far Cry 2:

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Star Model-P

The Star Model-P, a Spanish M1911 clone, appears in the game as the "Star .45." It is the first weapon the player character is given, after The Jackal threatens them with it. Since the secondary weapon slot in Far Cry 2 can accomodate remote bombs, a grenade launcher or a submachine gun, it isn't something the player is likely to hang on to, though it's common among mercenaries as a sidearm. Despite the game specifically noting it as a .45, the weapon shares ammo with the two Makarovs, making it the world's first .45 chambered in .354.

Star Model-P, .45 ACP.
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Frank Bilders holds a "Star 45" at the beginning of Far Cry 2.
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In an ideal world, an assassination should not end with you flat on your back with malaria while your target holds your gun, reads your orders to you, and then makes fun of you for being useless.
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The Star 45 blows up; the slide and hammer fly off and the magazine drops out; there's just enough time to notice the gun has no magazine well before Frank discards it.

Makarov PM

The Makarov PM is the second regular pistol in the game, and really isn't that different to the Star .45 in practical terms.

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Makarov PM 9x18mm Makarov
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Frank holds a Makarov PM as an enemy soldier is struck dead by the vileness of his own shirt.
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Taking an aimed shot at an explosive barrel with the Makarov; Far Cry 2's pistols are effective at surprisingly long range for videogame handguns. Note the depth of field blur at the edges of the screen.
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Reloading the Makarov; many of the reload animations in the game show the new magazine actually empty.
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The Makarov's jam animation; the slide locks up, the player character repeatedly trying to pull it back between making hand gestures. Pressing the button pulls it back sharply enough to actually clear the jam.
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The Makarov blows up; that is indeed the hammer about to subject Frank to a life of pirate jokes.

6P9 suppressed pistol

The 6P9 is a modified Makarov PM with an integral two-part suppressor, and is available for use in the secondary weapon slot; the weapon is called the "Silenced Makarov 6P9" in-game. The only suppressed weapon available for this slot, it can be useful if the player is sure they'll need to be quiet, but is rather situational.

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PB / 6P9 suppressed pistol, 9x18mm Makarov.
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Far Cry 2's Africa is a somewhat condensed version of all African environments; here, Frank sneaks through the local rainforest.
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Frank admires his 6P9 suppressed pistol.
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The 6P9 jams. "Why are you jammed, 6P9?"
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The 6P9's failure animation; as with the Star and Makarov, the magazine falls out, the slide flies off, and the hammer attempts to remove Frank's depth perception. But at least it didn't-
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Oh.

IMI Desert Eagle

The IMI Desert Eagle is the sidearm of most of your buddies in the game. The game says it's chambered for the .50AE, but it has an eight round magazine like a .44. The Desert Eagle is also used if the player chooses to execute a wounded buddy; some players will find this an emotional, saddening moment, while the rest will wish they were allowed to use the M79 instead.

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Magnum Research / Israeli Military Industries Desert Eagle, .50 AE
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APR leader Prosper Kouassi holds a rusty Desert Eagle during a mission briefing. Despite that every NPC's weapon is in the worst possible condition, only the player character ever experiences jams or failures.
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When a buddy is down, the player character has the option of using healing syrettes on them, or putting them out of their misery by spontaneously pulling out a Desert Eagle. Here, Frank contemplates killing Warren Clyde for his terrible Turok costume.

Ingram MAC-10

The MAC-10 appears in the game, in an unknown calibre. The weaker and less accurate of the two SMGs, it's the only one available in the Northern map, and useful if the rest of the player's chosen weapons aren't geared for fighting up close.

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MAC-10 .45 ACP
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Ingram MAC-10 in Far Cry 2. It's never clear what version it is due to the slightly odd ammo system the game uses.
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Idle animation; no matter how much you want to look like a tough guy, picking your nose with a loaded MAC-10 is still a bad idea.
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Frank finds a discarded Ingram MAC-10 in a sniper's lookout. Enemy automatics are among the worst things you can pick up, given their propensity for jamming at the least opportune moments.
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The Ingram jams; this animation consists almost entirely of the player character struggling with the charging handle, with a short pause to fiddle with the magazine.
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The Ingram blows up; while it might seem not much has happened, it seems the bolt sponteously disintegrates; the charging handle simply vanishes at the start of this animation.

IMI Uzi

The Uzi can be used as a secondary weapon.

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IMI Uzi 9mm

Number 4 Mark 1 Flaregun

A single-shot signal flare gun is usable as a secondary weapon and seen in the hands of some enemies; while they use it when alerted to call for reinforcements, for the player it is only useful as a means of starting fires from a distance.

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Number 4 Mk 1 flaregun, 1.5 in.
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Frank holds the flaregun in Far Cry 2.
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A fired flare detonates. While not hugely useful as a direct-fire weapon, a few flares can level an entire checkpoint with the fires they cause.
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Frank reloads his flaregun.
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The flaregun as it's intended to be used, ie how nobody in their right mind would use it in this game.

IEDs

Improvised explosive devices can be used in the secondary weapon slot, and are essentially crude remotely triggered bombs made from one of three types of explosive device, a cell phone, duct tape, batteries and some randomly placed transistors.

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The three IEDs on the hood of a handy car; an anti-tank mine, a 60mm mortar round from the Norinco Type 63, and a cluster of pipe bombs. The player character always holds the detonator with at least one finger clipped inside it.
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Frank prepares to detonate the IEDs.
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With predictable consequences.

M79

The M79 grenade launcher can be used as a secondary weapon.

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M79 Grenade Launcher 40mm
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Frank aims his M79 at a particularly vicious-looking lake.
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Firing the M79 demonstrates that local buildings are made of explodium instead of wood.
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Reloading the M79; note that a red band on a 40mm grenade indicates it is a chemical round. Yay for chemical warfare!

H&K MP5SD

The H&K MP5SD appears in the game.

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Heckler & Koch MP5SD, 9mm

Ithaca Model 37 long barrel

The Ithaca 37 can be used as a primary weapon. It is found on the arms dealer's website as "Homeland 37," despite being the long-barreled hunting version and having a side ejection port.

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Ithaca 37, 12 gauge.
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Long-barreled Ithaca 37 in Far Cry 2. Though it would appear one of this thing's parents was a confused Mossberg 500.
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Frank reloads the Ithaca 37.

Franchi SPAS-12

The Franchi SPAS-12 appears in the game. It fires in semi-auto mode only and holds 12 rounds (the real life version holds 8 rounds).

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Franchi SPAS-12, 12 gauge.
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Frank holds a low-condition SPAS-12 as he examines a supply box. There are only three types of ammo pickup in the game; one for weapons that use bullets or shells, one for the flamethrower and molotovs, and one for explosive weapons. Enemy weapons, however, only count as ammo for similar ones.
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Jammed SPAS-12; a partial ejection. Most of this animation consists of the player character hitting the opposite side of the reciever, with some attempts to pull the charging handle. Since these partly succeed to the point the whole base of the cartridge is visible when looking down the weapon, at several points in the animation it's unclear precisely what's holding it in place.

Daewoo USAS-12

The Daewoo USAS-12 is a South Korean-made combat shotgun capable of semi-automatic and fully-automatic fire, and can first be found in a Northern safe house; however, it cannot be acquired from the Arms Dealer until his missions in the South are unlocked. Despite having the 20-round drum magazine, it only holds 12 rounds. It wears out incredibly quickly, starting to jam after only a handful of reloads, but is useful when a lot of enemies will be encountered at close range as the weapon's firepower is overwhelming. The jam animation is an incomplete ejection which leaves a shell stuck in the ejection port; the player character will try to deal with this by fiddling with the cocking handle and thumping the opposite side of the reciever until prompted to actually pull the cocking handle by the player. The failure animation is bizarre; the entire front end of the weapon falls off.

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Daewoo USAS-12, 12 gauge.
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USAS-12 shotgun in Far Cry 2

AK-47

The AK-47 is in the game, and features quite prominently on the box art. It does not have the compensator, and therefore is not an AKM. The game also features a number of hidden "gold" AK-47s, which are otherwise identical to the normal AK-47s except they have their stocks removed and much higher durability. The gun model itself is quite off to the real thing, it has the rectangular depression of a milled AK47 but has metal stampings of an AKM.

Kalashnikov AK47, 7.62x39mm.
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Frank holds an AK47, having just used it to destroy a bullet and cartridge ammo stockpile. Doing so provides a display of Hollywood physics as bullets cook off and fly in all directions, here with enough force to knock over the metal barrels on the dockside.
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Guard manning one of Far Cry 2's much-hated checkpoints during the game's intro, armed with an AK47. This is the last time you're going to see NPCs holding well-maintained weapons.
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Gold AK47. Eight of these are hidden throughout the two maps, but aren't really worth the effort since they just wear out less quickly. Because gold is well known to be a hard, durable metal when used in firearm components.
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Frank admires the gold AK during the weapon's idle animation.

FN FAL

The FN FAL appears in the game. For some reason it is named as the "Paratrooper" variant (folding stock) on the arms dealer's website, even though it has a fixed stock. The FAL paratrooper can be found in the hands of some soldiers in the North, but doesn't actually become available to buy until the Southern map is unlocked.

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FN FAL, 7.62x51mm
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Frank holds an FN FAL as he looks over the rare sight of a wildfire he didn't start himself.
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Idle animation; Frank begins to suspect the guy he got it off wasn't a paratrooper at all.

H&K G3KA4

The G3KA4 carbine version of the H&K G3 is the first assault rifle the player will encounter, and is used by many of the soldiers in the Northern map. It's a middle-of-the-road weapon, not really excelling at anything but being dependable enough for the early game and relatively cheap. The jam animation shows the weapon's bolt sticking closed; the player character attempts to operate the cocking lever, then hits the side of the weapon several times for no good reason, then fiddles with the magazine.

Heckler & Koch G3KA4 carbine, 7.62x51mm NATO.
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Frank holds a G3 as he studies an explosive ammo stockpile. This is ammo for the IEDs, mortar, rocket launchers and grenade launchers, as well as hand grenades, though most of the visible clutter is components of IEDs.
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The secret and more violent cousin of the HK slap.

Armalite AR-16

This Eugene Stoner designed rifle is available as a primary weapon, with an attached 3x scope. In the game it can only be fired in three-round bursts, like the A2 and A4 models, but the upper reciever has an odd lower profile carrying handle with rails for the scope.

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"Armalite AR-16" in Far Cry 2.

Springfield M1903A4

The Springfield M1903A4 appears in the game as the M1903A4 sniper version. It incorrectly reloads with a stripper clip inserted into a hole in front of the trigger guard instead of loading rounds one by one into the breech as per the real M1903A4. It is left hand only and has a full stock, and a scope with a duplex crosshair reticle; the player is able to keep the rifle scoped after firing, but can't operate the bolt like this. The jam animation is the bolt sticking; this is capable of triggering before the weapon fires, which makes precious little sense since the preceding shot will have shown the bolt being successfully operated. The failure animation has the gun blow up, emitting a large cloud of thick grey-white smoke; it's then discarded.

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Springfield M1903A4 sniper rifle with M84 scope, .30-06.
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Frank holds an M1903A4 near the Northern train yard. Most games have casings eject to the left, but a left-handed bolt is rarer.
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A low-condition M1903A4 is covered in dirt, stains and rust. For some reason, none of the experienced, hardened soldiers and mercenaries the player can select have the slightest idea how to clean or maintain a firearm.
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Scope of the M1903A4.
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An enemy sniper lies beside his M1903A4. But wait...What's that brass-like gleam we see ahead of the trigger guard?
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WHERE IS YOUR GOD NOW?

SVD Dragunov

The SVD Dragunov appears in the game as the first semi-automatic sniper rifle available to the player, and one of the last set of weapons unlocked through doing the Arms Dealer's missions in the North. The SVD is one of the most useful primary weapons, and is better than the Springfield in most regards. The SVD reloads and fires more quickly, while the difference in damage is negligible; it is less reliable, but not nearly as much so as the AS50. The player character holds it rather oddly, and it features a highly inaccurate representation of the PSO-1 scope reticle.

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SVD Dragunov sniper rifle, 7.62x54mm.
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Frank with a Dragunov SVD outside Mike's Bar, preparing to obliterate Mike's Barrel. It's unusual to see quite this much of the SVD in an FPS; usually the majority of the stock is off-screen under the player character's arm when the weapon is being fired from the hip.
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Reloading a weapon is generally not performed with your finger still on the trigger.
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The scope of the Dragunov SVD: note it has too many ranging chevrons, and all the number calibrations are missing.
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Jammed SVD; the player character repeatedly attempts to pull the charging handle, punctuated by exasperated hand gestures and pointless whacking of the side of the scope.
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The SVD blows up. Seemingly, the front end of a rifle in Far Cry 2 is held on mostly with chewing gum.

Accuracy International AS-50

The Accuracy International AS50 is a British-made anti-material rifle chambered for .50 BMG. It's the most powerful sniper rifle in the game and the least durable, and is equipped with an illuminated mil-dot scope with a stadiametric rangefinder. This distorts slightly immediately after firing. The failure animation shows the barrel defying physics in order to make one final lunge at the operator's skull for not knowing how to maintain a firearm.

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AI AS50, .50 BMG
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AS50 in Far Cry 2.
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Frank encounters the first AS50 in the game, hidden in a safe house.
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In the words of Tim Colceri, "Get Some!"
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Jammed AS50. The jam animation shows the bolt sticking closed; the player character tries to pull the bolt several times, turns the gun side on, strikes the base of the magazine and then attempts to pull it out. Pressing reload pulls the charging handle sharply backwards to clear the jam.
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The AS50's failure animation. According to Newtonian physics, every action has an equal and opposite reaction.
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Except this one.

Remington 700

The Remington 700 appears in the game with what appears to be a Leupold Mark IV M3 10 x 40 mm scope. This version is converted to a CO2-powered single shot dart gun; it's the only sniper weapon in the special / heavy weapon slot. It can be surmised that the tranquilizer is not something intended for use on humans; a hit anywhere will kill the target instantly, and also kick up a spray of blood as with the normal rifles; odd behaviour for a dartgun.

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"Tranquilizer Rifle" in Far Cry 2
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Frank holds the Tranquilizer Rifle in a cease-fire zone.
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Frank reloads the Tranquilizer Rifle; despite mounting a small, apparently functionless magazine, the gun must be reloaded after every shot.
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Despite the different scope model, the Tranquilizer Rifle uses exactly the same reticle as the M1903A4. And I don't think that's what a Tranquilizer dart is supposed to do, really.
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Jammed Tranquilizer Rifle; apparently a pressure failure, the player character attempts to pull the small magazine-like structure from the underside of the gun.
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On pressing the button to clear the jam, the offending object is detached with a soft hiss and a new one inserted.
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The Tranquilizer Rifle failure animation; Frank is rapidly coming to the conclusion that he is the King Midas of explosions.

PKM

The PK machine gun is usable in the special weapon slot; the model in Far Cry 2 has the newer flash hider. As in a lot of video games, the recoil on the PKM is exaggerated when one is standing, to the point where the weapon is uncontrollable. In reality the PKM's slow rate of fire (roughly 600 RPM) allows for controlled full auto shooting even when firing from the shoulder. The PKM uses 100-round belts, making it less useful for sustained fire than the M249.

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PKM machine gun with modern flash hider, 7.62x54mm R.
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Subtlety isn't really an option with this weapon.
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Reloading the PKM.
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Idle animation of the PKM: Frank pretends he's admiring the ridiculously pointy bullets, but we all know he's checking the feed cover because he's forgotten what weapon he's holding.
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Jammed PKM; the top cover pops open, the player character attempting to whack it closed, then turning the weapon side-on before trying to detach the belt box. Pressing the button shows a solid whack was all it needed.
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In the failure animation all that pointless whacking of the top cover comes back to haunt Frank.


FN M249 SAW

The M249 SAW appears in the game, in both man portable and emplaced versions. The emplaced version is secured by the bipod attachment point but is always horizontal, which makes it appear that the rear of the gun is levitating. As with all the game's crew-served weapons, long bursts will cause the weapon to overheat, though only when it is mounted; while handheld the M249 will never overheat no matter how long it's fired for, and uses a 200-round belt box which appears to be made of metal. Surprisingly, this weapon is one of the only ones where the spent casings eject to the right. The jam animation shows the top cover popping open; rather than open it all the way to find out why, the player character just tries to slam it closed. The failure animation has the hinge fail and the whole top cover break off.

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M249 Squad Automatic Weapon, 5.56mm.
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M249 Squad Automatic Weapon in Far Cry 2.
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Reloading the handheld SAW. Though the weapon's fire animation assumes a belt with disintegrating links, the actual belt shown is just a series of rectangles between rounds.
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Frank uses a mounted SAW in the central village of the Northern map. Despite this being a cease-fire zone, nobody cares about you screwing around with their mounted guns, provided you don't actually fire them.
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A mounted SAW overheating.
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The M249 SAW in the rare anti-gravity configuration.

MGL-140

This version of the Milkor MGL appears in game equipped with a scope with a precision plex reticle. It only holds 4 rounds in the cylinder compared to the real MGL's six.

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Milkor MGL grenade launcher, 40mm.
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Frank make good use of a low-condition MGL found in a safe house.
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Reloading the Milkor MGL shows the four-round cylinder. For some reason, rather than just replace the grenades, the player character yanks the entire cylinder out and shoves in a new loaded one.
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Scope of the MGL. It's not clear why it appears orange when you're not looking through it, since it doesn't appear to be illuminated.

RPG-7V

The RPG-7 appears in the game. In real life the shell goes allot faster (about 294 meters per second) and does not have a smoke trail. It also self-destructs at maximum range; the Far Cry 2 version instead has the motor cut out and the rocket fall in a ballistic arc, allowing it to be used like a mortar. The "jam" animation in this case is a misfire where the rocket's booster charge ignites but the motor doesn't correctly, leaving the rocket spinning in circles on the ground a couple of yards right in front of the player. Needless to say, when it does this the self-destruct works just fine.

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RPG-7 rocket launcher, 40mm.
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Frank holds his RPG-7 in Far Cry 2. The RPG is one of the possible first heavy weapons the player can acquire; what they get depends on which quadrant of the town they collapse during the gun battle at the very start of the game.
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Firing the RPG-7. Rocket weapons are unusually realistic in terms of physics, and require some skill to use; poorly-aimed rockets will deflect off angled surfaces.

FFV Carl Gustav

The Carl Gustav recoilless rifle is a Swedish-made 84mm launcher produced by Saab-Bofors; in real life it's an unguided recoilless grenade launcher with some rocket-boosted rounds available. In Far Cry 2 it is depicted as a laser-guided missile launcher with projectiles so manoeuvrable they can turn right around in mid air if the sight is pointed at the user's feet and return to hit him, and is equipped with a scope with a circle reticle. The "jam" animation is a misfire similar to that of the RPG-7; the guidence seems to fail just after launch and the round drops sharply downwards. The failure animation has the hinged rear venturi tube break off, after which the player character throws the weapon away.

Carl Gustav recoilless rifle, 84mm.
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The first Carl Gustav in the game is as ever found in a Northern safe house in the worst possible condition.
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Scope of the Carl Gustav. It's easy to justify the decision to pick it up even in this state; it's longer ranged than the RPG-7 and vastly more accurate.
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Reloading the Carl Gustav.
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The Carl Gustav has simulated backblast; not good for the careless operator in a game with dynamic fire.
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Failure animation of the Carl Gustav. Amazingly, it doesn't explode.

Norinco Type 63 60mm light mortar

The Norinco Type 63 is one of the harder weapons in the game to use effectively, but one of the most powerful. By default it fires a marker round that produces harmless smoke, but pressing the reload button switches to the high explosive rounds; this is rather poorly documented, and many players using the mortar for the first time have trouble figuring out why it doesn't do anything. The mortar can also cause an extremely bizarre glitch if the player is in a boat which is hit by a shot from one; the impact will catapult the boat miles into the air, where it will become permanently stuck, as will the player.

LPO-50 Flamethrower

The LPO-50 flamethrower is a Russian-made weapon which featured prominently in Far Cry 2's publicity due to focus on the game's dynamic fire effects. While promotional images show it almost correctly as tube resembling a rifle without a magazine hooked up to a backpack containing three fuel tanks, the in-game model appears to be a jury-rigged version built to operate with no backpack. It instead has a single fuel tank and what appears to be a pressure tank near the muzzle, and a fuel gauge halfway along the weapon. The misfire animation is a pressure leak at the base of the fuel gauge, requiring the nut there to be tightened to remedy it. The failure animation shows the pressure and fuel tanks breaking away from the frame, after which the weapon is discarded.

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LPO-50 flamethrower with backpack and tube, the real configuration of this weapon.
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It was like this when I found it, officer, I swear.
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Idle animation of the LPO-50: the player character polishes the fuel gauge, then examines the weapon. Note the selector switch on the side; this is supposed to be for selecting which of the flamethrower's three fuel tanks is being used. Apparently the thin silver-coloured band is the only thing holding the fuel tank on.
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The LPO-50 blows up; the pressure tank is blasted off the weapon, the fuel tank briefly dangles off nothing in particular, and Frank is doused in highly flammable fuel which has no real effect on anything.
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Cropped version of a promotional image for Far Cry 2, showing an almost correctly-configured LPO-50 complete with backpack. This version appears to have a rifle-style rear grip and chainsaw-style overhead foregrip just to confuse things, however.

Browning M2HB

The Browning M2 appears in the game as an emplaced weapon and mounted on vehicles. It has a significantly lower rate of fire than its real life counterpart. As with the mounted SAW and Mk. 19, during protracted firing smoke will escape from the M2; the longer it is fired without pausing, the darker the smoke that comes out of the weapon will be. If it is allowed to overheat, flames will briefly be visible, followed by a cooldown period. The M2 overheats much more readily than the SAW, but still not as rapidly as the Mk. 19.

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Browning M2, .50 BMG.
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M2HB mounted on a Unimog vehicle. The Unimog is exclusive to the Fortunes Pack addon, though the only real difference between it and the regular trucks is that Unimogs will spawn armed with M2s even in the Northern map where vehicles would normally only spawn with M249s.
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Frank fires the M2HB. The rate of fire is slow even for a semi-auto, never mind a machine gun, but M2 is both long-ranged and extremely damaging.

Mk. 19

The Mk 19 grenade launcher appears in the game as an emplaced weapon and mounted on vehicles. It's the most powerful of the three mounted weapons, though it overheats quickly, and is only encountered in the Southern map, where it can be found mounted near enemy strongholds and on some vehicles. The grenades are devastating, easily able to kill the player character; this can result in some frustrating deaths if the player is taken by surprise.

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Mk 19 grenade launcher, 40mm.

"Fortunes Pack" weapons

These three weapons are exclusive to the "Fortunes Pack" DLC that was released shortly after the game. If this is purchased, a large crate is placed in the centre of the arms dealer's warehouse containing the three weapons. They do not have to be bought.

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The Fortunes Pack crate, containing the three extra weapons and demonstrating that Russian is just English with funny looking letters.

Sawed-Off Double Barreled Shotgun

An old-fashioned rabbit-ear double-barrel with decorative engraving, this is used in the pistol slot.

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Any visit to Mike's Bar must include the wanton destruction of his Barrel.
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Frank reloads his sawnoff shotgun. Given all the engraving on this thing, rather than sawing it off he could probably have sold it on eBay and bought a pump-action or five instead.

Unidentified Suppressed Pump Shotgun

Referred to in promotional materials as the "Silenced Shotgun," this is a fourth shotgun for the primary weapon slot, and a second suppressed weapon for that slot. It is equipped with a pistol grip, (empty) spare shell holder on the right hand side, and a suppressor with the weapon's sight on top of it.

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Suppressed shotgun from the Fortunes Pack.
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The suppressed shotgun in a cease-fire zone, showing the side of the weapon.

Crossbow

A compound crossbow with wood furniture is the special weapon for the Fortunes Pack. The Crossbow is equipped with the same scope as the grenade launcher and AR-16, this time with a crosshair reticle. It fires exploding arrows so you can go Rambo.

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The Fortunes Pack crossbow.
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Frank resets his crossbow.
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The reticle of the crossbow is basically the same as the one used for the M1903A4.

Non-usable

IMI Micro Uzi

While the Micro Uzi isn't usable in the game itself, it appears on the cover of magazines seen in the game world.

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IMI Micro Uzi, 9mm.
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IMI Micro Uzi on a magazine cover in Far Cry 2.