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Battlefield 3

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Battlefield 3 for current discussions. Content is subject to change.

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Battlefield 3 (2011)

Battlefield 3 (also known as BF3) is the twelfth installment of the Battlefield series, and direct sequel to Battlefield 2. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the Bad Company games.

The following weapons appear in the video game Battlefield 3:


Handguns

Beretta 92SB

The Beretta 92SB, modified to resemble the 93R, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score. The weapon has been fitted with the 93R's muzzle brake and foregrip, as well as being modified to fire 3 round bursts. Uses 20 round magazines.

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Beretta 92SB - 9x19mm
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The player character stops to admire his custom weapon.

Beretta M9

In the beginning of the single-player mission "Semper Fidelis" and "The Great Destroyer", Blackburn acquires a Beretta M9. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. Another note of interest is that unlike in Battlefield: Bad Company 2 and Medal of Honor's multiplayer, the M9's magazine is 15 rounds + 1 in the chamber like in reality. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up.

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Beretta M9 - 9x19mm.
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Blackburn holds an M9 at the start of the introductory mission "Semper Fidelis." This one of only two times in the entire campaign the player character has a sidearm.
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A US Marine holds a M9 in multiplayer.
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A M9 being reloaded in multiplayer.
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A Marine aims at a suspicious looking M1161 "Growler" ITV. Note that the sights are correct for a M9.
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The M9 with a suppressor. Different classes of weapon use different suppressor models, but those models are shared among the weapons of that class. The only exceptions to this are the G3A3 and SCAR-H CQC, which use the same model as the sniper rifles because of their caliber.


Glock 17

The Glock 17 is shown in an official screenshot for the Battlelog. Called "G17C", although it is modeled after a standard Glock 17 as there are no compensator cuts on the top of the slide. It comes standard with a laser sight, while a variant that has both a laser sight and a suppressor is available as a later unlock. It is the only handgun that lets you equip two attachments at a time. Also, all of the US Assault kit soldiers have a G17 in a chest holster in addition to whatever their selected sidearm is, and this G17 does not have a laser.

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A Generation 3 Glock 17 - 9x19mm
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A dead PLR soldier with a Glock 17 at his side.
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Glock 17 in multiplayer.
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Glock 17 in multiplayer reloading.

Glock 18

The Glock 18 appears as the "G18". It has an extended magazine base that gives it a 19 round capacity. Interestingly enough in the beta, the suppressed Glock 18 is unlocked before the standard unsuppressed variant (though this has been fixed in the regular game and the unsuppressed version is unlocked at Rank 30 with the suppressed variant unlocked at 41). Note that the Battlelog picture (seen below) lacks a fire selector, but is actually different than that G17's picture. This is most likely because it is from an early build of the game, as it appears correctly in-game.

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Glock 18C (3rd Generation) - 9x19mm. The model in-game is not a "C" model.
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G18 in-game render.

MEU(SOC) Pistol

The USMC variant of the M1911, the M-45, can be used if the player is a Battlefield Veteran or a member of the EA Gun Club. All three variants of the M1911 are also unlocked for multiplayer by completing the single player campaign. It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments is available only to DICE employees.

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MEU(SOC) Pistol - .45 ACP
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A player character in multiplayer holds a MEU(SOC) pistol.
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Reloading the MEU(SOC) pistol in multiplayer, the player character dumps the empty magazine...
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...and lines up a fresh one (that's actually loaded) with the magazine well. Note that the markings and slanted serrations show it is a Springfield made slide.
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A player character aims down the tritium sights of his MEU(SOC) pistol.
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A player character vaults over a fence with his MEU(SOC) pistol, appreciative of the fact that he actually has legs in this game.

MP-412 REX

The MP-412 revolver returns from Bad Company and Bad Company 2 as an unlockable sidearm that can only be unlocked by achieving a 5000 Co-Op Score. Unlike in Bad Company 2, the top break cartridge ejector is seen in full effect actually ejecting spent rounds as opposed to "flicking" them out. It is considerably different by having a slightly faster rate of fire and being more effective at close range compared to it's larger .44 cousin.

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MP-412 REX - .357 Magnum
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The player character in multiplayer holds an MP-412 REX.
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Pictured: the automatic extractor in action. Not pictured: Antigravity field generator.
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MP-443 Grach

The MP-443 returns from Bad Company 2 and is the Russian faction's sidearm. In Multiplayer the player unlocks the Tactical Light and Sound Suppressor as they level up instead of by gaining kills with the weapon.

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MP-443 Grach - 9x19mm
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Vladimir uses his MP-443 as one of Solomon's men demonstrates how not to steal a car stereo.
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Dmitri Mayakovsky holds his MP-443 on Blackburn as he tries to blame everything on a fire extinguisher.
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Taurus Model 444

The .44 version of the Taurus Model 44, the Model 444, appears as an unlockable sidearm, and can be fitted with a scope. Appears as ".44 Magnum", one of the few weapons in game that does not go by its proper name. In the campaign, the antagonist Solomon uses one as his personal sidearm. In multiplayer, a variant with a PK-A scope is fittingly unlocked at Rank 44.

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Taurus Model 444 with 6" barrel - .44 Magnum
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Solomon aims his Taurus Model 444 at Blackburn during the introductory level. Visible in the full-sized image is what appears to be an empty speedloader hovering in mid-air behind the weapon, just above Solomon's wrist.
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Blackburn soon finds himself getting a closer look at the barrel.
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Prior to the start of "Uprising," Solomon is seen aiming his Taurus at an injured Marine.

Dog Tag Weapons

A large number of weapons appear on dog tags associated with a similar weapon, weapon of the same family, weapon of the same catagory, or in a few cases, weapons that make no sense at all. As there are so many, the weapons found only on dog tags have been placed in their own catagory at the bottom of each class of weapon. This is to avoid confusion as to which weapons are actually in the game and which ones are only pictures.

Colt 1873

The Colt 1873, more commonly known as the Single Action Army, is featured on the Dog Tag the player is rewarded with when they get the Handgun Medal, for getting the Handgun Ribbon 50 times. A Handgun Ribbon is awarded when the player kills four enemies with handguns in a game, and can be awarded multiple times in a game.

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Colt Single Action Army w/ 5.5" barrel known as the "Artillery" model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt
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The Western-themed Handgun Dog Tag.

Makarov PB

The Makarov PB very oddly appears on the Dog Tag awarded for getting 100 kills with the Suppressed MP-443 Grach. Though they are both suppressed Russian pistols, they have almost nothing else in common.

Submachine Guns

Unlike previous games in the series, SMGs are all-kit unlockables, and not strictly limited to an Engineer/Spec Ops-type class.

Heckler & Koch MP7A1

The H&K MP7A1 can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out.

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Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm
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Blackburn holds an MP7A1 with suppressor, EOTech sight and 40-round extended magazine during the mission "Night Shift."
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Blackburn loads a new 40-round magazine into his MP7A1 as he is menaced by a series of incomprehensible graffiti tags.
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The 20-round magazine for the MP7A1 frequently glitches and fails to appear during the campaign; here in "The Great Destroyer" Blackburn reloads one with a large flash suppressor, IRNV scope and laser pointer...
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...whereas earlier he just told his vanilla one to imagine it was full of bullets that were this big.

Heckler & Koch UMP45

A detailed pick-up icon for the Heckler & Koch UMP45 can be seen in GameSpot's recently released Tokyo Game Show gameplay footage. The game correctly depicts the UMP's single / 2 round burst / full auto firing modes.

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Heckler & Koch UMP45 - .45 ACP
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Blackburn reloads his UMP during "The Great Destroyer," wondering why he didn't have it the first time he went through this section. Note the caution on the side of the weapon to read the owner's manual; while this makes some sense on this level where the UMPs are seen in the hands of terrorists, the warning is still present even in "Operation Guillotine" when the UMPs are used by the US military; military UMPs should not have it.
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UMP in Multiplayer.

FN P90 TR

An FN P90 TR (Triple Rail) can be seen in E3 coverage from IGN. It can be used by any kit once unlocked.

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FN P90TR - 5.7x28mm
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Dmitri Mayakovsky holds a P90TR during the mission "Comrades."

PP-19 Bizon

The PP-19 Bizon is included in the Back To Karkand expansion pack, and can be used by any kit.

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Early PP-19 Bizon - 9x18mm Makarov. The version in game is this early model, but is chambered in 9x19mm Parabellum.
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PP-19 Bizon on the customise menu.

PP-2000

The PP-2000 returns from Bad Company 2, feeling much more realistic this time around, with a more believable firing rate and packing a decent punch per shot, as opposed to the previous game, in which its firing rate was more akin to a Minigun and its power-per-shot around the area of lightly tossing a handful of pebbles at your opponent's face. Comes standard with a 20 round mag, and a 40 round extended mag can be unlocked.

PP-2000 with red dot sight - 9x19mm
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Dmitri Mayakovsky holds his PP-2000 after completing a HALO jump into Northern Iran at the start of the mission "Kaffarov."

Shotguns

For the first time in a main Battlefield series game (excluding spinoffs like Battlefield Play4Free), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most videogames where you have to see the whites of the enemies' eyes for shotguns to be effective.

SWD / Cobray Street Sweeper

The SWD / Cobray Street Sweeper is included, identifiable by the winding key on the front of the drum magazine and lack of a rear-mounted drum advance lever. The weapon is referred to as the "DAO-12" in material advertising the game's pre-order rewards, as it was in Battlefield 2; this stands for "double action only, 12 gauge" and is a description of the weapon rather than a correct name for it. The name was kept as an homage to Battlefield 2. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that.

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SWD / Cobray Street Sweeper with short barrel and top folding stock - 12 gauge. Visible is the Cobray logo on the side, no visible drum advance lever like on the Striker and the recognizable 'key' in the front of the drum for winding up the rotary cylinder.
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Dmitri Mayakovsky holds a Street Sweeper fitted with a Kobra reflex sight at the start of the mission "Kaffarov."

Benelli M1014

The Benelli M1014 features semi-automatic firing and its tactical stock fully extended during gameplay. Magazine capacities available are either the civilian legal 4+1, or the full-length 6+1 (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS. It's unrealistically inaccurate despite having an Cylinder Bore.

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Benelli M4 Super 90 with 7-shot tube - 12 gauge
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Dmitri Mayakovsky holds an M1014 during the mission "Comrades."
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M1014 in MP.
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M1014 in MP, reloading.

M26 MASS

The M26 MASS can be used only in the Assault kit in the "Gadget 1" slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. For some odd reason, the AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails.

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M26 MASS - 12 gauge, mounted on M4A1 carbine with C-More red dot sight - 5.56x45mm
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Standalone version of M26 MASS - 12 gauge
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M26 standalone.
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MASS mounted on a M16A3 in MP.
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MASS mounted on a M16A3 in MP, reloading.

Pancor Jackhammer

The Pancor Jackhammer, called the "MK3A1," is included in the Back To Karkand expansion pack, and can be used by any kit. It can be safely assumed it will not emulate the real weapon's problems with failing to cycle.

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Pancor Jackhammer - 12 gauge
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Jackhammer on the customisation screen.

Remington 870 MCS

The Remington 870 MCS appears as the "870MCS". The player pumps the shotgun very quickly, which makes it seem almost semi-automatic in-game, like a pump action combat shotgun should be. Magazine capacities are either the standard 4+1, or the extended 6+1. As with the M1014, when reloading from empty the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube

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Remington 870 MCS - 12 gauge
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Blackburn holds an 870 MCS with a tactical light during the mission "Uprising."
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One of Blackburn's starting weapons in "Operation Guillotine" is this Remington 870 MCS with a laser aiming module. Precisely what this is for when he has his Big Magic White Circle for aiming with is unclear.
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Firing a 12 gauge fragmentation round from the 870. It looks impressive and can suppress enemies well, but it does about as much damage as a firecracker without a direct hit.
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Chamberloading an 870 that has an extended magazine.

Saiga-12K

The Saiga-12K returns from Battlefield 2 and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 5+1, or an extended 8+1.

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Saiga-12K - 12 gauge
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Blackburn holds a rather beat-up camouflaged Saiga 12K during the mission "Uprising."
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The mission "Kaffarov" can be a little on the strange side at times; here Dmitri Mayakovsky holds a Saiga 12K fitted with a laser aiming module and PK-AS optic, watching in bemusement as shooting the windshield of a car makes two men who had clipped inside it dramatically leap through the roof. For a finishing touch, the car exploded immediately afterwards.
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Wary of any other weirdness, Dmitri reloads his Saiga 12K.

USAS-12

The USAS-12 is the only full-auto shotgun in-game, barring Back to Karkand's MK3A1 Jackhammer. The magazine capacity is incorrectly 6+1 by standard or the correct 10+1 with the extended magazines equipped, most likely for balance, same as the Striker. When optics are attached it becomes a WM-12, an American semi-auto clone of the USAS-12, but with a rail instead of the carry handle. Like all shotguns, it can utilise standard Buckshot, Slugs, Flechettes and explosive FRAG-12 rounds as well as fit a variety of accessories and attachments.

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Daewoo USAS-12 with 10-round magazine - 12 gauge
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Dmitri Mayakovsky reloads his USAS-12, which, according to the trademarks, was made by "Baewoo Brecisions" of Korea(If you enlarge it you can see it!)

Dog Tag Weapons

SPAS-12

One of the strangest weapons to appear on a different weapon's Dog Tag, the SPAS-12 appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four captial letters followed by "-12", and that they were both in the Battlefield: Bad Company series, they have little in common.

Assault Rifles & Battle Rifles

5,56A-91

The 5,56A-91 appears as part of the incredibly vague "Compact Assault Rifle" classification, and thus is used by the 'Engineer' kit. It does not have its 40mm grenade launcher. It is the successor to the 9A-91 from Bad Company 2, albeit firing the 5.56mm NATO round instead of the 9A-91's 9x39mm one. Called "A-91" in the game, what refers to the 7.62x39mm variant.

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5,56A-91 - 5.56x45mm
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Dmitri Mayakovsky looks at fellow GRU agent Vladimir holding a 5,56A-91 as they go to work at the start of "Comrades."
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5,56A-91 in MP.
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5,56A-91 in MP reloading.

AEK-971

The AEK-971 is an unlock for the Assault kit. If the M320 is selected and mounted on the weapon, it will instead be a GP-30, though if set to standalone, will still be an M320. It cannot mount the M26 MASS due to a bug on the Xbox 360 version.

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AEK-971 (Current Model) with folding stock - 5.45x39mm
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Blackburn holds an AEK-971 near the start of the mission "Uprising."
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AEK-971 in Battlefield 3 with Kobra Red dot sight and Foregrip attached. Note that because of a glitch, both the indirect flightpath crosshair and the standard crosshair appear when switching rapidly between the grenade launcher and primary weapon. Switching to secondary weapon and back again fixes this issue.
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AEK-917 in MP.
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AEK-917 in MP, reloading.

AK-74M

The AK-74M has been seen in gameplay trailers. It is the standard assault rifle used by the Russian 'Assault' kit. If the M320 is selected and mounted on the weapon, it will instead be a GP-30, though if set to standalone, will still be an M320.

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AK-74M - 5.45x39mm
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Blackburn holds an AK-74M equipped with a PSO-1 scope during "Operation Swordbreaker." Weapons on the ground do not show their attachments or have text signifying what they have attached, meaning occasionally picking up a boring-looking vanilla weapon will result in the player character producing Excalibur as here.
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AKS-74U

The AKS-74U has been seen in gameplay trailers. In multiplayer, the AKS-74U, being a carbine, is used by the 'Engineer' kit, and is the starting weapon for Russian Engineers.

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AKS-74U - 5.45x39mm.
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Blackburn wrestles with one of Solomon's men during the introductory mission "Semper Fidelis." On the Xbox 360 version before the Back to Karkand update, this terrorist was instead armed with a UMP45, but still gives Blackburn an AKS-74U when he dies.
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At the start of the mission "Uprising," Blackburn relieves a PLR soldier of this AKS-74U with a Kobra reflex sight, suppressor and tactical light.
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Aks74u in multiplayer, note the milled receiver.

AN-94

The AN-94 returns from the Bad Company series. The AN-94's dual-rate full-auto mode has been correctly featured in Battlefield 3. When set to burst, the weapon fires an 1800RPM 2-round burst, and when set to full auto, it fires the first two shots at 1800RPM, while the rest are fired at 600RPM. If the M320 is selected and mounted on the weapon, it will instead be a GP-30, though if set to standalone, will still be an M320. The AN-94 is unique in that it starts in 2-round burst by default, in contrast to every other weapon in BF3, which all use the most aggressive fire mode available by default, usually full auto. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes. One detail that should be noted is that in the single-player campaign, the 2 round burst is shown to incorrectly fire at the 600 rpm as opposed to the correct 1800 rpm, though this may be fixed as the game still contains a handful of bugs.

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AN-94 Abakan Nikonov - 5.45x39mm
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Blackburn holds an AN-94 equipped with a PKS-07 long-range scope as he looks over an airdropped Russian D-30 122mm howitzer during the mission "Rock and a Hard Place."

AS Val

The AS Val appears as an all kit weapon, most likely due to its small size and unique integrated suppressor, making it too specialized for any specific kit.

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AS Val - 9x39mm
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Dmitri Mayakovsky holds his starting weapon, an AS Val assault rifle with a Kobra reflex sight, during the mission "Comrades."
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Kiril holds his AS Val near the end of "Comrades."

Colt M4/M4A1

The M4A1 Carbine is commonly seen in gameplay footage which is also in the hands of the main character. During the alpha stages footage, the in-game M4A1 can be seen fitted with iron sights, EOTech 551 Holographic sight, Trijicon TA01NSN 4x32 ACOG scope, Surefire Universal WeaponLight, AN/PEQ-2 laser designator, Magpul Ranger Plate, and a SOPMOD stock. Two different "reload-from-empty" animations have been seen. The "Fault Line" trailers had the player rack the charging handle, while in the more recent Operation Metro trailer, and the rest since then, the player uses the bolt release. It has been confirmed that both the M4A1 (full-auto) and M4 (3-round burst) will be available for use within the game. The standard M4/M4A1 has a KAC RIS handguard, Crane SOPMOD stock, Hogue pistol grip, M16A1 flash hider, and Magpul Ranger Plates. In multiplayer, the M4A1, being a carbine, is used by the 'Engineer' kit, and is the starting weapon for US Engineers.

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M4A1 Carbine - 5.56x45mm.
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Blackburn holds an M4A1 during "Operation Swordbreaker."
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Blackburn reloads his M4A1. "For law enforcement / military use" is printed on the side of the EOTech optic. Note also the fire selector on semi-auto.
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Reloading with the rifle in shadow reveals a snake-like design engraved on the mag well; this is present in Medal of Honor, though as a dark shape that shows up in light rather than a silvery etching that only shows up in the dark. Also note that the semi-auto position reads "Fire", meaning it was modeled on a civilian M4 variant, which also explains why the selector is in this position.

Colt M16A3/M16A4

The M16A4 rifle was one of the first weapons to be shown in early gameplay footage, but was lacking rear iron sights and even optical sights because of the alpha stage development; these were added later on. Some later footage showed the M16 with the gas block missing when mounting sights, but this too was corrected in the final release. Both the M16A3 (full-auto, incorrectly shown with a flat-top upper receiver) and M16A4 (3-round burst) are available for use within the game. They have M16A1 flash hiders, KAC RIS handguards with a rail cover on the right side rail, a Hogue pistol grip, Magpul loops on the magazines, and a cloth sleeve wrapped around the stock. It is the standard assault rifle used by the US 'Assault' kit.

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M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.
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Blackburn holds his M16A3 during Operation Swordbreaker.
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A Marine reloads his M16A3 with a mounted Trijicon ACOG scope in multiplayer. Note that there are actually bullets in the magazine, a relatively rare sight in a modern shooter. But unfortunately, like in most modern shooters, the fire selector is always set to semi-auto.

DIO KH2002 Sama

The Xbox 360 Operation Guillotine gameplay trailer shows a PLR militant using the DIO KH2002 Sama assault rifle. The weapon is a bullpup conversion of the DIO S-5.56 assault rifle, which is a direct copy of the Norinco CQ assault rifle. The KH2002 was put into service in 2004 as a replacement for the Iranian Military's obsolete G3A3. The model featured in the game is the improved Sama model introduced in 2009, as noted by the diagonal cuts on the receiver as opposed to horizontal, side mounted rails and the combination of long carry handle and barrel mounted front sight. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer

In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score.

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Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO
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Blackburn holds a KH2002 during the mission "Uprising" as he discovers the exit.
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Blackburn reloads his KH2002, showing that the Khaybar variant used in the game is the 2009 model.

FAMAS Surbaissé

A FAMAS Surbaissé (FAMAS Low Profile) is included in the Back To Karkand expansion pack, and can be used by the Assault kit. The weapon is shown with the large G1 / G2 trigger guard rather than the twin grips this version seems to use.

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FAMAS Surbaissé - 5.56x45mm
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FAMAS Surbaissé on the customisation screen.
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FN F2000 Tactical

The FN F2000 returns from the Bad Company series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles.

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FN F2000 Tactical with folding vertical foregrip - 5.56x45mm NATO
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Dmitri Mayakovsky reloads an F2000 with EOTech reflex sight during the mission "Comrades."

FN Mk 16 Mod 0 (SCAR-L)

After getting 100 kills with a weapon, the player is awarded with a dogtag to display their accomplishment. There appears to have been an oversight in the making of the SCAR-H dogtag, as it shows a SCAR with what is very clearly a 5.56 STANAG magazine.

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Third Generation FN SCAR-L - 5.56x45mm NATO

FN Mk 17 Mod 0 (SCAR-H CQC)

The First Generation FN Mk 17 Mod 0, or SCAR-H CQC, can be seen in the new Caspian Border gameplay trailer. In multiplayer, the SCAR-H is used by the 'Engineer' kit. A modelling mistakes shows the fire selector switch set on semi-auto as the weapon itself fires on full-auto by default.

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First Gen Fabrique Nationale SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO
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Blackburn reloads his SCAR-H at the start of "Operation Guillotine." Note that even though the weapon fires on full-auto, the fire selector switch is set on semi-auto.
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File:Rrt877 mk17 reloading.jpg

Heckler & Koch G36 ("MG36")

A hybrid of the Heckler & Koch G36 and G36C, mislabelled as "MG36" (a weapon with a production run of around 100 units) is included in the Back To Karkand expansion pack, and can be used by the Support kit. The weapon has the full-length forearm and barrel of the G36, but the carry handle and shorter stock of the G36C, as well as having a C-Mag fitted. The C-Mag only holds 50+1 instead of the correct 100+1 without the Extended Magazine attachment, but given that the attachment is unlocked by default it is clear that this is simply for balancing reasons, so the player can't use 100 round and another attachment, just like the Street Sweeper and Jackhammer.

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Configuration typically called "MG36;" actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO
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"MG36" on the customise menu.

Heckler & Koch G36C

A Heckler & Koch G36C is briefly seen being used by one of the players in PAX coverage from NVIDIA. It can fire, semi, auto, or two-round burst. In multiplayer, the G36C, being a carbine, is used by the 'Engineer' kit.

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Heckler & Koch G36C with vertical foregrip - 5.56x45mm
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Dmitri Mayakovsky holds a G36C he took from a French police officer during the mission "Comrades." Note that while the fire selector is in the correct position for fully automatic fire, the white position indicator is pointing to "safe."

Heckler & Koch G3A3

The G3A3 is available in both single and multiplayer. It is an actual H&K G3A3, and not an Iranian clone. It has a wide handguard, and the fire selector markings are S-E-F. The Iranian-manufactured version differs in that it utilizes a slimline handguard and has Farsi writing on the receiver. It can be unlocked for use in multiplayer by gaining 160,000 Co-Op score.

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Heckler & Koch G3A3 with wide handguard - 7.62x51mm NATO
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Blackburn holds a G3A3 with ACOG scope during the mission "Operation Swordbreaker."
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The detailed pick-up icon for the G3A3.

Heckler & Koch HK416

The HK416 returns from Bad Company and Bad Company 2 having a 10.4" barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the "M416," seemingly just because that's what it was called in the Bad Company games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch later removed the burst mode, but it is still present on the Xbox 360 version.

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Heckler & Koch HK416 with 10 inch barrel - 5.56x45mm NATO
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Blackburn runs with his HK416 with M320 grenade launcher, straight into a most unpleasant surprise.
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Heckler & Koch HK53

The HK53 is included in the Back To Karkand expansion pack as the G53. It is a compact version of the HK33 rifle, and as a carbine, it can be used by the Engineer kit.

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Heckler & Koch HK53 - 5.56x45mm.
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HK53 on the customisation screen.
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L85A2

The L85A2 is included in the Back To Karkand expansion pack, and can be used by the Assault kit.

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L85A2 - 5.56x45mm NATO
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L85A2 on the customisation screen.

Magpul PDR

The Magpul PDR appears as an all kit weapon. For unknown reasons, it appears as the "PDW-R". Uses either 20 or 30 round polymer magazines, with 20 being the default option.

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Magpul PDR - 5.56x45mm NATO
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Dmitri Mayakovsky reloads his PDR as he ponders the wisdom of Vladimir's "walking into a fire" plan.

QBZ-95B

The QBZ-95B is included in the Back To Karkand expansion pack, and, as a carbine, can be used by the Engineer kit.

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Norinco QBZ-95B - 5.8x42mm
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QBZ-95B on the customise menu.

SIG SG 553

The SG 553 has been confirmed by DICE in the official Battlefield Blog. In multiplayer, being a carbine, is used by the 'Engineer' kit. It can only be unlocked in Co-Op by achieving a score of 120,000.

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SIG SG 553 with railed handguard, vertical foregrip, flashlight, ACOG and 20-round factory magazine - 5.56x45mm
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Dmitri Mayakovsky holds a SIG SG 553 during the mission "Comrades" as he fights his way through a French police cordon.

Machine Guns

Heckler & Koch M27 IAR

The Heckler & Koch M27 IAR is the starting weapon for the US support class, and uses a 45-round extended magazine. It is shown with a 4-vent handguard, but the correct extended barrel for the version is shown, the handguard simply covering less of it.

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Heckler & Koch M27 IAR - 5.56x45mm NATO
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Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission "Kaffarov."
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M240B

The M240B appears in the hands of some US Marines, and in the hands of the player character, fitted with an EOTech Holographic Weapon Sight (HWS). The trailer shows the weapon as having a deployable bipod which can be used to increase accuracy during prolonged firing, at the cost of player mobility.

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M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO
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One of Blackburn's fellow Marines, Montes, holds his M240B fitted with an M145 Machine Gun Optic.
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The player character in multiplayer holds an M240B with M145 Machine Gun Optic.

M249E3 Para SAW / Mk 46 Mod 0 Hybrid

An M249E3 Para SAW is featured in the game. It has a STANAG magazine well, identifying it as an M249 rather than a Mark 46, but the fixed buttstock and rail system are features of the Mk 46 Mod 0. This configuration is typical of Airsoft "Mk 46" guns which have Mk 46 features but retain their STANAG wells.

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FN M249 Para - 5.56x45mm
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Mk 46 Mod 0 light machine gun - 5.56x45mm
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Blackburn holds the hybrid SAW near the end of Operation Swordbreaker. Note the STANAG magazine well visible under the belt.
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Blackburn sets up the bipod of his SAW.
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M60E4

The M60E4 is the last MG to be unlocked in the Support kit. Extended magazines gifts the weapon with a massive 200 round box and this is visually shown on the weapon when attached.

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M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO
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Dmitri Mayakovsky holds an M60E4 with M145 Machine Gun Optic as Kaffarov's bodyguards have the brilliant idea of firing an RPG-7 indoors.

QBB-95

The QBB-95 is included in the Back To Karkand expansion pack, and can be used by the Support kit. Uses 75 round drums by default, and can also use 100 round drums.

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QBB-95 with 75-round drum magazine and 4x scope - 5.8x42mm
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QBB-95 on the customise menu.

QJY-88

The Norinco QJY-88 returns from Bad Company 2, once again called the "Type 88". This is quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper "QB" names.

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Norinco QJY-88 - 5.8x42mm
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Dmitri Mayakovsky discovers a QJY-88 with the rare and for some reason unpopular linoleum-plated finish.

PKP Pecheneg

The PKP Pecheneg has been seen in gameplay trailers.

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PKP Pecheneg machine gun with ammo box - 7.62x54mmR
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Blackburn holds a PKP Pecheneg as he infiltrates someone's garage in "Operation Guillotine."
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Dmitri Mayakovski uses his PKP Pecheneg to make some amendments to the internal layout of a building. Mostly new doors.

RPK

The RPK light machine gun is the starting weapon for the Russian Support class. It is referred to in game as an "RPK-74M", a modernised 5.45x39mm version with synthetic furnishings and a flash hider, despite that it is not shown with a flash hider. The weapon's damage matches the idea that it is a -74 model, as it is scaled to the 5.56mm machine guns, as opposed to behaving like a 7.62x39. When mounting optics the weapon gains side-mounted bracket for attaching them; if it does not mount optics, the bracket is not present. It can sometimes be found fitted with a vertical front grip attached to the underside of the handguard.

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RPK Light Machine Gun with 40 round magazine - 7.62x39mm
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Blackburn holds an RPK equipped with a Kobra reflex sight during "Uprising."
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Blackburn looks down at an RPK on the ground; note the lack of a rail under the handguard. Despite this, it can still mount a RIS foregrip.
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Reloading an RPK fitted with an odd aftermarket bipod; the real RPK bipod is fixed just behind the front sight and folds backwards. This bipod is actually shorter than the magazine and therefore would not be particularly useful.

Sniper Rifles

Unusually, Recon players can opt for low-magnification optics, unmagnified reflex/red-dot sights, or even iron-sights in lieu of the standard high-magnification optics.

Barrett M98B

The M98B is the last bolt action unlocked.

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Barrett M98B with Harris bipod - .338 Lapua Magnum
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Blackburn uses an M98B with the bipod set up as he assaults the bank at the end of "Operation Guillotine."

Barrett M107

The Barrett M107 is confirmed to be in the game, however, DICE felt that the .50 caliber round it uses would either be overpowered if depicted properly, or feel useless if kept balanced, so they opted to simply not have it in multiplayer. It only appears in the singleplayer level "Kaffarov", where player character Dmitri Mayakovsky acquires it due to a somewhat bizarre series of events that don't seem to play out quite the way they were intended to. Here, it is equipped with a thermal scope.

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Barrett M107 long range sniper rifle - .50 BMG.
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In the room before Dmitri Mayakovsky is actually supposed to get the M107, he acquires the M107 by approaching the door.
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On opening the door he finds an enemy sniper kindly carrying the M107 he already has, with the barrel pretending to be a bipod and the magazine vaguely hanging about underneath the gun.
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"Thank you, I had no idea why I was carrying that."
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Dmitri Mayakovsky thanks the man by murdering him with his own SV-98 and proceeds onward, armed with the M107.

Accuracy International Arctic Warfare Magnum

The Accuracy International Arctic Warfare Magnum is included in the Back To Karkand expansion pack as the "L96", and can be used by the Recon kit. The AWM in game has been fitted with the front iron sight of the regular L96A1. True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots.

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Accuracy International AWSM - .338 Lapua Magnum
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AWM on the customise menu.

M39 EMR

The M39 EMR is the last rifle unlocked for the Recon class. It can be unlocked earlier should a player receive 58,000 Co-Op Score.

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M39 Enhanced Marksman Rifle with Harris bipod - 7.62x51mm NATO
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Dmitri Mayakovsky holds an M39 EBR rather curiously equipped with a Russian PK-AS optic as he looks around Kaffarov's villa. He might be a bad guy, but he sure knows how to keep the place neat.
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M40A5

The M40A5 is the second bolt-action rifle unlocked for the Recon class.

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M40A5 - 7.62x51mm NATO
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Blackburn holds a suppressed M40A5 fitted with an IR scope during the mission "Night Shift."

Mk 11 Mod 0

The Mk 11 Mod 0 can be found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a x8 rifle scope.

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Knight's Armament SR-25 (known as Mk 11 Mod 0 in USMC and US Navy service) with suppressor and Harris bipod - 7.62x51mm NATO
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Blackburn holds a scoped Mk 11 Mod 0 during Operation Swordbreaker.
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A Marine sniper in multiplayer provides some overwatch with his scoped Mk 11 Mod 0.
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After some successful hunting, he reloads his rifle...
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...And hits the bolt-release. Note that the fire-selector is set to safe.

Norinco NDM-86

The .308 variant of the Norinco NDM-86 returns from Battlefield Play4Free, once again appearing as the SVD It is default for the Russian Recon Kit sporting a 7x Scope by default.

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Norinco NDM-86 - .308 Winchester/7.62x51mm NATO
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The player character in multiplayer holds an NDM-86 fitted with a PKS-07 scope.

QBU-88

The QBU-88 is included in the Back To Karkand expansion pack, and can be used by the Recon kit.

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Norinco QBU-88 5.8x42mm
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QBU-88 on the customise menu.

SKS

The SKS is seen mentioned in pre-order information. In-game, it has synthetic Tapco furniture and uses 20 round magazines.

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SKS with Tapco furniture installed as it appears ingame - 7.62x39mm
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SKS on the customise menu.
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The player character in multiplayer holds an SKS as he ponders if there might be a tank nearby.

SV-98

The SV-98 returns as the first unlockable bolt action rifle.

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SV-98 with suppressor, bipod, carrying handle, and mirage band - 7.62x54mmR
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During an extremely confusing QTE, an enemy sniper holds an SV-98.
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SV-98 standard with no upgraded scope or bipod.

Launchers

FGM-148 Javelin

The Javelin appears and can be used in either top-down or direct-fire modes, and obviously needs a lock to fire. In the campaign, Blackburn uses one during "Operation Guillotine;" here it has infinite ammunition. During the latter sequence, the Javelin is shown firing at absurdly short range; in real life it has a minimum range of around 250 feet.

FGM-148 Javelin - 127mm
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Harassed by tanks during "Operation Guillotine," Blackburn comes across his salvation in the form of an FGM-148 Javelin launcher.
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Blackburn holds the Javelin. Note the help text misidentifies it as a SMAW.

FIM-92A Stinger

The FIM-92A Stinger appears as the American Engineer's anti-air launcher.

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FIM-92A Stinger - 70mm
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Finding himself under attack from an Su-25 "Frogfoot" ground-attack plane, Blackburn searches the wreckage of an M1161 "Growler" ITV. Thankfully, the Stinger is apparently made of stronger stuff than the light vehicle which exploded with it inside.

GP-30

Interestingly, if the M320 is mounted to a Russian weapon, it instead becomes a GP-30, though the name is not mentioned.

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GP-30 40mm grenade launcher mounted on an AK-74 (5.45x39mm)

Heckler & Koch M320

The Heckler & Koch M320 is the standard grenade launcher and can fire standard HE rounds, buckshot, or smoke rounds. It can either be mounted on the rifle, or standalone.

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Heckler & Koch M320 with optional telescoping stock - 40x46mm
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Blackburn holds a standalone M320 at the start of "Operation Guillotine." This appears to be randomly dropped by US infantry in this area.
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As usual for an FPS protagonist, Blackburn is of the "pick a random notch and use it like a regular iron sight" school of leaf sight use.
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Reloading the standalone M320; note the front grip visible and the fire selector always set to safe.
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Blackburn reloads the M320 mounted under his HK416. Note that here he is removing the "spent" round; there appears to only be one grenade round model, so the fired round is shown unfired.

M136 AT4

The M136 AT4 appears in the hands of US Marines and is equipped with a vertical foregrip. The AT4 will only appear in the Singleplayer campaign.

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M136 AT4 - 84mm
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Blackburn readies an AT4 as the squad try to take out a sniper hidden in a hotel.
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The results are fairly predictable.
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Throughout the campaign, Matkovic carries an AT4 on his back.

M224 Mortar

At the start of "Operation Guillotine," Blackburn is tasked with briefly carrying an M224 Mortar as he advances with his fellow Marines; here it cannot be used by the player, and is used by NPCs to fire illumination rounds during the night-time mission. In multiplayer it can be used by the Support class; the M224 in multiplayer has infinite ammunition and can fire smoke or HE rounds. In singleplayer, it is shown with no baseplate fitted, which would make it practically impossible to actually use.

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M224 Mortar - 60mm
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Blackburn looks at the set-up M224, wondering when he can have a go.

Mk 153 Mod 0 SMAW

The Mk 153 Mod 0 SMAW appears as the American Engineer's unguided rocket launcher.

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Mk 153 Mod 0 SMAW - 83mm
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Mk 153 Mod 0 in Multiplayer.

RPG-7V2

The RPG-7 is featured as the Russian Engineer's unguided rocket launcher.

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RPG-7 - 40mm
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Practically invisible in his well-planned cover position, an Iranian soldier with an RPG-7 plots his next move.
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SA-18 Grouse

The SA-18 Grouse (Russian: 9K38 Igla) appears as the Russian Engineer's anti-air launcher. As in the previous Battlefield games it is named "SA-18 Igla", using the US designation for the weapon, but the Russian nickname.

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SA-18 Grouse launcher and missile - 72mm
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The SA-18's in-game render, oddly enough, is an SA-7 Grail.
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The player character holds an SA-18 in multiplayer.

Explosives

M15 Anti-Tank mine

The M15 Anti-Tank mine can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, shooting them has no effect.

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M15 Anti-Tank mine
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The player character holds an M15 anti-tank mine.

M18A1 Claymore

M18A1 Claymore anti-personnel mines can also be used by the Support kit.

M18A1 Claymore anti-personnel mine

M67 Hand Grenade

The M67 hand grenade is the primary grenade seen in Battlefield 3, used by all factions. Instead of a grenade indicator, the body of the grenade flashes to make it more easily visible. In multiplayer, every kit gets one as standard, but can equip more by using the "FRAG" specialization. There are two ways to throw grenades; either using a hotkey which does not allow them to be cooked, or by selecting the grenade as a weapon, which does.

M67 hand grenade
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Blackburn readies an M67 grenade.

M84 stun grenade

Blackburn uses an M84 stun grenade to disorient a group of PLR fighters at the bottom of an elevator shaft.

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M84 stun grenade
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Blackburn, after managing not to fall to his death while rappelling down an elevator, readies an M84 "flashbang" grenade.
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Blackburn throws the grenade. This frame and the next both show that, in common with many modern shooters, the thrown model is the same as the "in world" model for this grenade and so the safety lever is still attached.

Mounted Weapons

AT-14 Spriggan

The AT-14 Spriggan appears in the game as the Russian counter to the American BGM-71 TOW mentioned above, and is also a secondary weapon on the BMP-2M APC.

AT-14 Spriggan launcher and missile - 152mm

BGM-71 TOW

The BGM-71 TOW appears in the game as an emplaced anti-tank missile launcher for the US faction.

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BGM-71 TOW on M220 tripod - 152mm

Browning M2HB

The Browning M2HB heavy machine gun appears in the game mounted on vehicles, including M1A2 Abrams tanks. In terms of gameplay, the M2HB behaves more like a medium machine gun, requiring three or four shots to kill infantry, and dozens to disable a vehicle. In multiplayer, M1 tanks can be fitted with an M2HB mounted above the main cannon. When mounted like this, the M2's rate of fire slows to about 400rpm but gains a damage bonus that puts its power more in line with its real life counterpart. These changes were likely made to keep heavy machine guns from being overly powerful compared to other weapons.

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Browning M2HB heavy machine gun in vehicle mount - .50 BMG
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At the end of "Uprising," Blackburn takes control of an M2HB mounted on a Humvee as he defends a landing zone until a V-22 Osprey can extract the scattered Marines.
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Near the end of "Thunder Run," Sergeant Jonathan Miller mans his tank's .50 cal. It seems in the game's fiction the US Marine Corps has upgraded their Abrams tanks, since Anvil 3 is an M1A2, currently used only by the US Army. Note the TUSK gunshields for the missing loader's M240 are instead fitted to the M2.
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A M2HB mounted on M1161 "Growler" ITV.

DShK heavy machine gun (mounting)

Mountings for the DShK heavy machine gun can be seen on Iranian Type-72Z main battle tanks, modernised versions of the Russian T-55. These tanks seem to have been modelled from museum display vehicles, since the gun itself is missing from the mounting.

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DShKM heavy machine gun in standard vehicle mounting on a Romanian TR-85 main battle tank - 12.7x108mm
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An Iranian Type-72Z shows off the DShK it conspiciously does not have. Note the border at the edge of the screenshot is authentic, intended to display the edge of the Abrams' display screen as the vehicle moves around.

GAU-8/A Avenger

The General Electric GAU-8/A Avenger appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet.

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GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm
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Jennifer Hawkins looks out at an A-10 Thunderbolt II armed with a GAU-8 during the mission "Going Hunting."
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Later in the mission Hawkins gets to call in gun runs from the A-10, here shown on thermal.

GE M134 Minigun

The GE M134 Minigun is seen mounted on AH-6 Little Birds in both single and multiplayer.

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General Electric M134 - 7.62x51mm NATO
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An AH-6 "Little Bird" opens fire with its M134 minigun. Note that tracers are treated as solid by the engine, meaning the underside of what should be a bright light source is shown in shadow here. This is only really visible in stills.

General Dynamics GAU-17/A

Two GAU-17/A miniguns are mounted on the sides of UH-1Y helicopters. More strangely, two are mounted on the windows of Kaffarov's Ka-60 Kasatka helicopter in the singleplayer campaign.

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General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO
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A GAU-17/A can be seen mounted on Kaffarov's private helicopter as Dmitri Mayakovsky dangles from it. Note it has no ammo feed.

Gryazev-Shipunov GSh-30-1

The Gryazev-Shipunov GSh-30-1 appears in the game as the secondary armament of the Su-35BM Flanker-E fighter jet.

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Gryazev-Shipunov GSh-30-1 with ammo belt 30mm
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During the mission "Going Hunting," Hawkins faces several Su-35BM Flanker-E aircraft, incorrectly referred to throughout as "MiGs." This error is only present in the text in this mission; they are correctly named elsewhere in the game.
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Chased by Shark 4-6, one Su-35BM decides to show off with Pugachev's Cobra manoeuvre...
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...giving Hawkins a nice look at its missile armament.

Gryazev-Shipunov GSh-30-2

The Gryazev-Shipunov GSh-30-2 appears in the game as the secondary armament of the Su-25TM (Su-39) Frogfoot ground attack jet.

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Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm
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A Su-39 Frogfoot ground attack aircraft flies over as Blackburn finds himself between Iraq and a hard place.
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It soon returns for a series of gun runs as Blackburn has to move from cover to cover to find a Stinger. The Frogfoot here is basically firing a death ray with a deadzone around pieces of cover; moving out of cover is instant death during the time that counts as its attack even if it has already flown overhead and stopped firing.

Kord

The Kord heavy machine gun is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the Browning M2HB heavy machine gun: more in line with a medium machine gun, and can be mounted on a T-90 with a lowered rate of fire but higher shot-for-shot damage.

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Kord heavy machine gun with ammo box - 12.7x108mm
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Blackburn looks over a Kord machine gun mounted on a technical.
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He soon discovers the hard way that manning a Kord during an earthquake is a bad idea.
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A T-90 MBT opens fire with its main gun, the massive muzzle flash illuminating the Commander's Kord heavy machine gun.

M61 Vulcan

The M61 Vulcan appears in the game as the secondary armament of the F/A-18E and F/A-18F Super Hornet fighter jets. M61s are also seen in Phalanx installations on American warships, and in multiplayer the US base is protected by a land-based Phalanx C-RAM installation.

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M61 Vulcan - 20mm
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Phalanx CIWS - 20mm
Land-based Phalanx C-RAM mounting on a mobile trailer - 20mm
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In the mission "Gone Hunting" the player character is Lieutenant Jennifer Hawkins, WSO of an F/A-18F "Super Hornet" assigned to CVN-77 USS George H.W. Bush.
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Hawkins climbs up to the deck of the USS George H.W. Bush, spotting the USS Ford (FFG-54), an Oliver Hazard Perry-class frigate in the distance. This incorrectly mounts bow and stern Phalanx installations; while a future block upgrade is planned to add a forward gun over the removed SM-1 missile launcher of nine of the Perry-class, this will be a Mk 38 Mod 2 (a remote-controlled navalised M242 Bushmaster chaingun), not a second Phalanx.
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The two Hornets Shark 4-2 and Shark 4-6 overfly the US fleet, giving plenty of glimpses of Phalanx installations on the various ships.
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A close up look at a land-based Phalanx C-RAM in multiplayer.

M197 Vulcan

The M197 Vulcan appears in the game as the secondary armament of the AH-1Z Viper attack helicopter.

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M197 Vulcan - 20mm
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Miller looks up at a friendly AH-1Z Viper during the mission "Thunder Run."
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A closer look at an AH-1Z Viper's M197 Vulcan cannon.

GAU-12/U

The GAU-12/U is the main gun on the LAV-AD in multiplayer. It should be noted that the LAV-AD itself is technically anachronistic as it has been removed from service.

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General Dynamics GAU-12/U with unfired rounds - 25mm
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A GAU-12/U mounted on an LAV-AD.

GAU-22/A

The GAU-22/A appears in the game as the secondary weapon of F-35B Lightning II aircraft on some multiplayer maps, such as the revamped version of Gulf of Oman.

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GAU-22/A - 25mm

M240C

The M240C machine gun is coaxially mounted on the M1A2 Abrams MBT.

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M240C machine gun - 7.62x51mm NATO
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Miller runs back towards the tank column after retrieving the "clicker" trigger for an M58 Mine Clearing Line Charge.

M242 Bushmaster

The M242 Bushmaster chaingun is the main gun of the LAV-25.

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M242 Bushmaster chaingun - 25mm
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Blackburn and his fellow Marines get out of their own LAV-25 and look over someone else's at the start of "Operation Swordbreaker."
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Blackburn looks over another LAV-25 during the mission "Rock and a Hard Place."

Mk 19

The Mk 19 grenade launcher is seen mounted on M1114 Humvees and AAVP7A1 amphibious transports.

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Mk 19 grenade launcher on vehicle mount - 40mm
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Miller looks over an AAVP7A1, mounting an M2HB and a Mark 19 grenade launcher in the commander's mini-turret.

PKT

The PKT machine gun is coaxially mounted on the T-90A and T-72 MBTs.

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PKT machine gun with 250-round ammo drum - 7.62x54mm R
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Miller gets a little too close to an Iranian T-72. The coaxial gun on the T-72 is mounted to the right of the main gun; the view is blocked from most angles (including this one) by the searchlight mounted next to it.

Shipunov 2A42

The Shipunov 2A42 appears in the game as the main gun of the BMP-2M and BTR-90 APCs, and the secondary armament of the Mi-28 Havoc helicopter.

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Shipunov 2A42 - 30mm
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Blackburn advances on a BMP-2M during "Rock and a Hard Place," the IFV seemingly oblivious to his dastardly rocket-launching ambitions.