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Difference between revisions of "Battlefield: Bad Company 2"

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[[File:Nambu Type 14 Transition model.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu. Transition model. With a new trigger guard and original slotted cocking knob.]]
 
[[File:Nambu Type 14 Transition model.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu. Transition model. With a new trigger guard and original slotted cocking knob.]]
 
[[File:BFBC2Game Nambu Type 14 1.jpg|thumb|none|600px|The Nambu Type 14 in-game. Note the enlarged trigger guard from later the Type 14 model and the early-style cocking piece.]]
 
[[File:BFBC2Game Nambu Type 14 1.jpg|thumb|none|600px|The Nambu Type 14 in-game. Note the enlarged trigger guard from later the Type 14 model and the early-style cocking piece.]]
[[File:BFBC2Game Nambu Type 14 2.jpg|thumb|none|600px|Right side view. Note the Black Sun emblem on Watanabe's jacket, indicating that the Scalar Weapon may have been a join Axis project with Nazi connections.]]
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[[File:BFBC2Game Nambu Type 14 2.jpg|thumb|none|600px|Right side view. Note the Black Sun emblem on Watanabe's jacket, indicating that the Scalar Weapon may have been a joint Axis project with Nazi connections.]]
  
 
===Tracer Dart Gun===
 
===Tracer Dart Gun===
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[[File:M1928A1 Thompson.jpg|thumb|none|500px|M1928A1 Thompson with 30-round magazine - .45 ACP ]]
 
[[File:M1928A1 Thompson.jpg|thumb|none|500px|M1928A1 Thompson with 30-round magazine - .45 ACP ]]
 
[[Image:BFBC2-M1A1T.jpg|thumb|none|600px]]
 
[[Image:BFBC2-M1A1T.jpg|thumb|none|600px]]
[[Image:957916 20091029 790screen002.jpg|thumb|none|600px|American assault trooper with the M1928A1 Thompson. Note that the magazine incorrectly fills the entire space in the magazine well.]]
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[[Image:957916 20091029 790screen002.jpg|thumb|none|600px|An American assault trooper with the M1928A1 Thompson. Note that the magazine incorrectly fills the entire space in the magazine well. The magazine also appears to be longer than a Thompson's 20-rounder, but shorter than a real 30-rounder.]]
 
[[File:BFBC2 Thompson (0).jpg|thumb|none|600px|Wyatt loses his M1928 after the squad is detected at the start of Operation Aurora.]]
 
[[File:BFBC2 Thompson (0).jpg|thumb|none|600px|Wyatt loses his M1928 after the squad is detected at the start of Operation Aurora.]]
 
[[File:BFBC2 Thompson (1).jpg|thumb|none|600px|A ghillied Russian wades ashore on the Atacama Desert with his M1928 Thompson, ready to liberate the desert from rocks and cactus.]]
 
[[File:BFBC2 Thompson (1).jpg|thumb|none|600px|A ghillied Russian wades ashore on the Atacama Desert with his M1928 Thompson, ready to liberate the desert from rocks and cactus.]]
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===PP-2000===
 
===PP-2000===
The older version of the [[PP-2000]] appears in the game equipped with a suppressor and is incorrectly referred as the "PP-2000 Avtomat" ("Avtomat" is the Russian term for Assault rifle or Submachine gun, but nowadays it is more used for Assault rifles or Automatic rifles). The PP-2000 is only available in Multiplayer, as the Engineer class's second to last unlock at 32,000 points. It has a 40 round capacity despite being modeled with the 20-round magazine. It fires at 1000 rpm, faster than  any other weapon in-game except the MG3.
+
The older version of the [[PP-2000]] appears in the game equipped with a suppressor and is incorrectly referred as the "PP-2000 Avtomat" ("Avtomat" is the Russian term for Assault rifle or Submachine gun, but nowadays it is more used for Assault rifles or Automatic rifles). The PP-2000 is only available in Multiplayer, as the Engineer class's second to last unlock at 32,000 points. It has a 40-round capacity despite being modeled with the 20-round magazine. It fires at 1000 rpm, faster than  any in-game other weapon, excluding the MG3.
 
[[Image:Pp-2000.jpg|thumb|none|400px|PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm]]
 
[[Image:Pp-2000.jpg|thumb|none|400px|PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm]]
[[Image:BFBC2-PP2000.jpg|thumb|none|600px]]
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[[Image:BFBC2-PP2000.jpg|thumb|none|600px|Although the weapon screen makes mention of the PP-2000's trait of utilizing its 44-round magazines as a stock, no such feature is present on the in-game gun.]]
 
[[File:BFBC2 PP-2000 (1).jpg|thumb|none|600px|A Russian Engineer holds his PP-2000 out by his T-90 tank.]]
 
[[File:BFBC2 PP-2000 (1).jpg|thumb|none|600px|A Russian Engineer holds his PP-2000 out by his T-90 tank.]]
 
[[File:BFBC2 PP-2000 (2).jpg|thumb|none|600px|He's grateful that the iron sights are now usable.]]
 
[[File:BFBC2 PP-2000 (2).jpg|thumb|none|600px|He's grateful that the iron sights are now usable.]]
[[File:BFBC2 PP-2000 (3).jpg|thumb|none|600px|Putting the T-90's side armor to the test of 9x19. Note the charging handle's (which is modeled as a solid tube instead of being an ambidextrous lever) sleeve cycles back with the bolt.]]
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[[File:BFBC2 PP-2000 (3).jpg|thumb|none|600px|Putting the T-90's side armor to the test of 9x19mm. Note the charging handle's (which is modeled as a solid tube instead of being an ambidextrous lever) sleeve cycles back with the bolt.]]
 
[[File:BFBC2 PP-2000.jpg|thumb|none|600px|Reloading the PP-2000.]]
 
[[File:BFBC2 PP-2000.jpg|thumb|none|600px|Reloading the PP-2000.]]
  
 
===Type 100===
 
===Type 100===
The [[Type 100 submachine gun]] is found in the first level of single-player, Operation Aurora, recycled from ''Battlefield 1943''.
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The [[Type 100 submachine gun]] is found in the first level of single-player, Operation Aurora, recycled from ''Battlefield 1943''. Unlike its origin game, the Type 100 here correctly fires from an open bolt. Its reload animation however briefly shows the SMG with a closed bolt, before it quickly slides into the open position by itself due to the modified animation.
 
[[file:Submachine gun Type 100.jpg|thumb|none|350px|Type 100 - 8x22mm Nambu]]
 
[[file:Submachine gun Type 100.jpg|thumb|none|350px|Type 100 - 8x22mm Nambu]]
 
[[file:BFBC2Game Type 100 holding.jpg|thumb|none|600px|The Type 100 in Operation Aurora. Note that the receiver's endcap is flat; it is hollow in reality.]]
 
[[file:BFBC2Game Type 100 holding.jpg|thumb|none|600px|The Type 100 in Operation Aurora. Note that the receiver's endcap is flat; it is hollow in reality.]]
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===9A-91===
 
===9A-91===
The [[9A-91]] is the starting carbine for Engineers. Fires the 9x39mm round, has a 20 round magazine and is equipped with a suppressor.
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The [[9A-91]] with a suppressor is the starting carbine for Engineers. It is a powerful primary weapon for the class, likely due to its 9x39mm chambering, but only has a 20-round magazine (the smallest ammo capacity out of Engineer's primaries).
 
[[file:9a91.jpg|thumb|none|350px|9A-91 - 9x39mm]]
 
[[file:9a91.jpg|thumb|none|350px|9A-91 - 9x39mm]]
 
[[Image:BFBC2-9A91.jpg|thumb|none|600px]]
 
[[Image:BFBC2-9A91.jpg|thumb|none|600px]]
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===Colt M16A4===
 
===Colt M16A4===
The [[M16A4 rifle]] appears only as the last unlockable assault rifle. The model is the same one from the original game, thought it appears as the "M16A2" but has the detachable rear sight of the A4 pattern. The ''Bad Company 2'' "M16A2" differs from the original "M16" that was used in the first ''Bad Company'' in multiple ways: the magazine has the correct 30-round capacity instead of 50, a three-round burst mode instead of being fully automatic, and Kobra sight or ACOG scope attachments (as is the case with most weapons in Bad Company 2). It requires 47,000 Points to unlock, and is the last unlock in the "Assault" kit.
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The [[M16A4 rifle]] appears only as the last unlockable assault rifle. The model is the same one from the original game, and is named the "M16A2" but has the detachable rear sight of the A4 pattern. The ''Bad Company 2'' "M16A2" differs from the original "M16" that was used in the first ''Bad Company'' in multiple ways: the magazine has the correct 30-round capacity instead of 50, a three-round burst mode instead of being fully automatic, and Kobra sight or ACOG scope attachments (as is the case with most weapons in Bad Company 2). It requires 47,000 Points to unlock, and is the last unlock in the "Assault" kit. A camouflaged version is available with the SPECACT DLC.
  
 
[[Image:M16A4M203.jpg|thumb|none|500px|M16A4 with M203 40mm grenade launcher - 5.56x45mm & 40x46mm]]
 
[[Image:M16A4M203.jpg|thumb|none|500px|M16A4 with M203 40mm grenade launcher - 5.56x45mm & 40x46mm]]
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[[File:BFBC2 M16A2 (3).jpg|thumb|none|600px|Firing - unlike the HK416, a new round isn't present inside the chamber.]]
 
[[File:BFBC2 M16A2 (3).jpg|thumb|none|600px|Firing - unlike the HK416, a new round isn't present inside the chamber.]]
 
[[File:BFBC2 M16A2 (4).jpg|thumb|none|600px|Reloading a STANAG.]]
 
[[File:BFBC2 M16A2 (4).jpg|thumb|none|600px|Reloading a STANAG.]]
[[File:BFBC2 M16A2 (5).jpg|thumb|none|600px|The very rare sight of a charging handle being used on a rifle in ''Bad Company 2''. The forward assist maneuver from the first game is skipped.]]
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[[File:BFBC2 M16A2 (5).jpg|thumb|none|600px|The very rare sight of a charging handle being used on a rifle in ''Bad Company 2''. The forward assist maneuver from the first game however is skipped.]]
 
[[File:BFBC2 M16A2 SA (2).jpg|thumb|none|600px|The desert camo M16A2 SA rifle.]]
 
[[File:BFBC2 M16A2 SA (2).jpg|thumb|none|600px|The desert camo M16A2 SA rifle.]]
[[File:BFBC2 M16A2 SA (1).jpg|thumb|none|600px|The M16A2 SA's woodland appearance as seen on Isla Innocentes.]]
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[[File:BFBC2 M16A2 SA (1).jpg|thumb|none|600px|The DLC-exclusive M16A2 SA's woodland appearance as seen on Isla Innocentes...]]
[[File:BFBC2 M16A2 SA (3).jpg|thumb|none|600px|And the winter M16A2 SA, inside a MCOM house on nighttime Nelson Bay.]]
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[[File:BFBC2 M16A2 SA (3).jpg|thumb|none|600px|...and the winter M16A2 SA, inside a MCOM house on the nighttime and snowed map Nelson Bay.]]
  
 
===FN F2000 Tactical===
 
===FN F2000 Tactical===
 
The [[FN F2000 Tactical]] is called the "F2000 Assault" in the game. It is always equipped with the [[FN GL1]]. It fires at a comparatively high 850 rpm compared to other assault rifles, but its report makes it sound as if it fires faster. It can first be found in the Sangre Del Toro mission, and appears later on sporadically as used by some of the Latin American troops and Russian special forces. In Multiplayer, it unlocks at 8,000 Assault score.
 
The [[FN F2000 Tactical]] is called the "F2000 Assault" in the game. It is always equipped with the [[FN GL1]]. It fires at a comparatively high 850 rpm compared to other assault rifles, but its report makes it sound as if it fires faster. It can first be found in the Sangre Del Toro mission, and appears later on sporadically as used by some of the Latin American troops and Russian special forces. In Multiplayer, it unlocks at 8,000 Assault score.
 
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]
 
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]
[[Image:BFBC2-F2000.jpg|thumb|none|600px|Note that the info screen depicts a civilian [[FN F2000#FN FS2000|FS2000]] with a FN GL1 grenade launcher. Also note the alternate grenade launchers, which are never actually used.]]
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[[Image:BFBC2-F2000.jpg|thumb|none|600px|Note that the info screen depicts a civilian [[FN F2000#FN FS2000|FS2000]] with a FN GL1 grenade launcher. Also note the alternative grenade launchers, which are never actually used.]]
 
[[File:BFBC2 F2000 (0).jpg|thumb|none|600px|An F2000 found on a weapon crate in the Sangre Del Toro mission, with a two-tone appearance.]]
 
[[File:BFBC2 F2000 (0).jpg|thumb|none|600px|An F2000 found on a weapon crate in the Sangre Del Toro mission, with a two-tone appearance.]]
 
[[File:BFBC2 F2000 (1).jpg|thumb|none|600px|Marlowe with the F2000 in the prison camp liberated in the No One Gets Left Behind mission. It has a full tan finish in temperate and arid levels.]]
 
[[File:BFBC2 F2000 (1).jpg|thumb|none|600px|Marlowe with the F2000 in the prison camp liberated in the No One Gets Left Behind mission. It has a full tan finish in temperate and arid levels.]]
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===Heckler & Koch HK416 D10RS===
 
===Heckler & Koch HK416 D10RS===
Referred as the M416. Apparently in the Bad Company universe, the [[Heckler & Koch HK416]] weapon has been adopted by the US Army, thus the ''M416'' designation. It is unlocked at 35,000 Assault class score. A well-balanced and versatile rifle, the HK416 is popular in multiplayer and can be outfitted with standard assault rifle attachments, such as a red dot sight, 4x scope and underslung M203, capable of firing flechette, HE or smoke rounds.
+
Referred as the M416. Apparently in the Bad Company universe, the [[Heckler & Koch HK416]] weapon has been adopted by the US Army, thus the ''M416'' designation. It is unlocked at 35,000 Assault class score. A well-balanced and versatile rifle, the HK416 was popular in multiplayer and can be outfitted with standard assault rifle attachments, such as a red dot sight, 4x scope and underslung M203, capable of firing flechette, HE or smoke rounds.
 
[[File:HK 416 D.jpg|thumb|none|350px|HK416 D10RS - 5.56x45mm NATO]]
 
[[File:HK 416 D.jpg|thumb|none|350px|HK416 D10RS - 5.56x45mm NATO]]
 
[[Image:BFBC2-HK416.jpg|thumb|none|600px]]
 
[[Image:BFBC2-HK416.jpg|thumb|none|600px]]
 
[[File:BFBC2 HK416 (1).jpg|thumb|none|600px|The HK416 carbine out in the US deployment area of Atacama Desert.]]
 
[[File:BFBC2 HK416 (1).jpg|thumb|none|600px|The HK416 carbine out in the US deployment area of Atacama Desert.]]
 
[[File:BFBC2 HK416 (2).jpg|thumb|none|600px|The 416's iron sights.]]
 
[[File:BFBC2 HK416 (2).jpg|thumb|none|600px|The 416's iron sights.]]
[[File:BFBC2 HK416 (3).jpg|thumb|none|600px|Firing away with the apparently spring-returned dust cover flapping half open, which allows spent casings out.]]
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[[File:BFBC2 HK416 (3).jpg|thumb|none|600px|Firing away with the apparently spring-returned dust cover flapping half open, which allows spent casings out. This trait is also present on the M16A4.]]
 
[[File:BFBC2 HK416 (4).jpg|thumb|none|600px|The reload animation is changed from ''BC1'' with the HK being mostly held skywards while a new magazine is loaded and slapped in.]]
 
[[File:BFBC2 HK416 (4).jpg|thumb|none|600px|The reload animation is changed from ''BC1'' with the HK being mostly held skywards while a new magazine is loaded and slapped in.]]
  
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[[Image:XM8.JPG|thumb|none|400px|Heckler & Koch XM8 - 5.56x45mm]]
 
[[Image:XM8.JPG|thumb|none|400px|Heckler & Koch XM8 - 5.56x45mm]]
 
[[Image:BFBC2-XM8.jpg|thumb|none|600px]]
 
[[Image:BFBC2-XM8.jpg|thumb|none|600px]]
[[Image:BC_XM8.jpg|thumb|none|600px|Promotional image of a US Army soldier firing the XM8/XM320 combo..]]
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[[Image:BC_XM8.jpg|thumb|none|600px|Promotional image of a US Army soldier firing the XM8/XM320 combo.]]
 
[[File:BFBC2 XM8 (1).jpg|thumb|none|600px|The XM8 and XM320 out on Isla Innocentes in multiplayer.]]
 
[[File:BFBC2 XM8 (1).jpg|thumb|none|600px|The XM8 and XM320 out on Isla Innocentes in multiplayer.]]
 
[[File:BFBC2 XM8 (2).jpg|thumb|none|600px|Aiming with the HK style iron sights.]]
 
[[File:BFBC2 XM8 (2).jpg|thumb|none|600px|Aiming with the HK style iron sights.]]
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===Heckler & Koch XM8 Compact===
 
===Heckler & Koch XM8 Compact===
The [[Heckler & Koch XM8|H&K XM8 Compact]] equipped with a suppressor is an available weapon for the Engineer Class, unlocked at 6,500 points. Has the highest rate of fire of all the rifle-caliber carbines available to the Engineer.  
+
The [[Heckler & Koch XM8|H&K XM8 Compact]] equipped with a suppressor is an available weapon for the Engineer Class, unlocked at 6,500 points. It has the highest rate of fire of all the rifle-caliber carbines available to the Engineer.  
 
[[Image:xm8ccbutt.jpg|thumb|none|400px|H&K XM8 Compact Carbine - 5.56x45mm]]
 
[[Image:xm8ccbutt.jpg|thumb|none|400px|H&K XM8 Compact Carbine - 5.56x45mm]]
 
[[Image:BFBC2-XM8C.jpg|thumb|none|600px]]
 
[[Image:BFBC2-XM8C.jpg|thumb|none|600px]]
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===M1 Garand===
 
===M1 Garand===
The [[M1 Garand]] can be unlocked by registering as a Battlefield "veteran" (i.e. registering at least one other Battlefield-series game). Called "WWII M1 Garand" in-game. Can be set to any class' primary slot. Another weapon carried over from ''1943'', and hence has correct right-hand ejection and charging handle. Oddly, the image for the weapon in the weapon info screen is the in-game model of the Type 5 rifle (which is itself based on the M1 Garand model).
+
The [[M1 Garand]] can be unlocked by registering as a Battlefield "veteran" (i.e. registering at least one other Battlefield-series game). Called "WWII M1 Garand" in-game. Can be set to any class' primary slot. Another weapon carried over from ''1943'', and hence has correct right-hand ejection and charging handle. Oddly, the image for the weapon in the weapon info screen is the in-game model of the Type 5 rifle (which is itself based on the M1 Garand model). Reloading the Garand without expending all 8 rounds will magically lock back the bolt and eject an empty clip.
 
[[file:M1 Garand.jpg|thumb|none|350px|M1 Garand semiautomatic rifle - .30-06]]
 
[[file:M1 Garand.jpg|thumb|none|350px|M1 Garand semiautomatic rifle - .30-06]]
 
[[Image:BFBC2-M1G.jpg|thumb|none|600px|Note the thicker wood furniture, indicating that this is the Type 5 model.]]
 
[[Image:BFBC2-M1G.jpg|thumb|none|600px|Note the thicker wood furniture, indicating that this is the Type 5 model.]]
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===Mk 14 Mod 0 EBR===
 
===Mk 14 Mod 0 EBR===
The [[M14#Mk_14_Mod_0_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]] (Enhanced Battle Rifle) appears only in Multiplayer, unlocked at rank 19 (First Sergeant I). It is incorrectly called "M14 Mod 0 Enhanced" in the game and has a desert-tan camo paint. The Mk 14 has a semi-auto only firing option, can be equipped as a primary weapon for any class and has a 10 round capacity in gameplay despite what the weapon page description claims. Although it has the same in-game stats as the M1 Garand (excluding capacity), the Mk 14 reloads slightly faster and the player equipping it spawns with less reserve ammo for the rifle. The Mk 14 also has a right-handed bolt, but spent casings eject to the left. The related original [[M14]] appears in the Vietnam expansion pack.  
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The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 0 EBR]] (Enhanced Battle Rifle) appears only in Multiplayer, unlocked at rank 19 (First Sergeant I). It is incorrectly called "M14 Mod 0 Enhanced" in the game and has a desert-tan camo paint. The Mk 14 has a semi-auto only firing option, can be equipped as a primary weapon for any class and has a 10-round capacity in gameplay despite what the weapon page description claims. Although it has the same in-game stats as the M1 Garand (excluding capacity), the Mk 14 reloads slightly faster and the player equipping it spawns with less reserve ammo for the rifle. Its rear sight however has a smaller peephole than the Garand. The Mk 14 also has a right-handed bolt, but spent casings eject to the left. The related original [[M14]] appears in the Vietnam expansion pack.  
 
[[Image:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR - 7.62x51 NATO]]
 
[[Image:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR - 7.62x51 NATO]]
 
[[Image:BFBC2-MK14.jpg|thumb|none|600px]]
 
[[Image:BFBC2-MK14.jpg|thumb|none|600px]]
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[[File:BFBC2 Mk14 (4).jpg|thumb|none|600px|The magazine appears to have been quite burned on top.]]
 
[[File:BFBC2 Mk14 (4).jpg|thumb|none|600px|The magazine appears to have been quite burned on top.]]
  
=== Type 5 Rifle (M1 Garand mock-up) ===
+
===Type 4 Rifle (M1 Garand mock-up) ===
Reused from ''[[Battlefield: 1943]]'', the [[M1 Garand]] modified to stand in for the rare Japanese [[Type 5 Rifle]] is the standard weapon for the Japanese forces in the single-player mode. It has the clip latch which the Type 5 lacks, and functions in an identical fashion to the M1 Garand, complete with using en-bloc clips instead of the real weapon's stripper clips.
+
Reused from ''[[Battlefield: 1943]]'', the [[M1 Garand]] modified to stand in for the rare Japanese [[Type 4]] is the standard weapon for the Japanese forces in the single-player mode. It has the clip latch which the Type 4 lacks, and functions in an identical fashion to the M1 Garand, complete with using en-bloc clips instead of the real weapon's stripper clips.
  
Unusually, the game allows the weapon to be reloaded partway through an en-bloc clip by using the clip latch. There is no model for an empty or partially fired clip, so regardless of how many rounds have been fired the Type 5 is always shown ejecting a completely full clip at the start of the reload animation, in contrast to the Garand's clip, which is always shown as empty. Unlike in ''Battlefield: 1943'', ejecting a clip does not produce a ping sound.
+
Unusually, the game allows the weapon to be reloaded partway through an en-bloc clip by using the clip latch. There is no model for an empty or partially fired clip, so regardless of how many rounds have been fired the Type 4 is always shown ejecting a completely full clip at the start of the reload animation, in contrast to the Garand's clip, which is always shown as empty. Unlike in ''Battlefield: 1943'', ejecting a clip does not produce a ping sound.
  
[[Image:M1 Garand.jpg|thumb|none|350px|M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06]]
+
[[file:M1 Garand.jpg|thumb|none|350px|M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06]]
[[file:Type5.jpg‎|thumb|none|350px|Type 5 Garand Copy - 7.7x58mm]]
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[[file:Type 4 Rifle Right.jpg‎|thumb|none|350px|Type 4 - 7.7x58mm]]
[[file:BFBC2Game Type 5 Garand Copy holding.jpg|thumb|none|600px|The Type 5 being held.]]
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[[file:BFBC2Game Type 5 Garand Copy holding.jpg|thumb|none|600px|The Type 4 being held.]]
 
[[file:BFBC2Game Type 5 Garand Copy aim.jpg|thumb|none|600px|Aiming.]]
 
[[file:BFBC2Game Type 5 Garand Copy aim.jpg|thumb|none|600px|Aiming.]]
 
[[file:BFBC2Game Type 5 Garand Copy reloading 1.jpg|thumb|none|600px|The clip being ejected at the start of a reload; note how it is full.]]
 
[[file:BFBC2Game Type 5 Garand Copy reloading 1.jpg|thumb|none|600px|The clip being ejected at the start of a reload; note how it is full.]]
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===Barrett M95===
 
===Barrett M95===
The [[Barrett M95]] returns as the "M95 Sniper" in ''Bad Company 2''. The M95 can be found first in Crack The Sky in the story, and is used by Russian snipers in later missions. It is the final Recon unlock in Multiplayer, at 34,000 points. As per its .50 BMG chambering, it is very powerful, having some of the best penetration through cover (and will destroy light obstacles such as fences and doors). It can damage all vehicles, save for tanks, and is especially powerful against light vehicles and boats.
+
The [[Barrett M95]] returns as the "M95 Sniper" in ''Bad Company 2''. The M95 can be found first in Crack The Sky in the story, and is used by Russian snipers in later missions. It is the final Recon unlock in Multiplayer, at 34,000 points. As per its .50 BMG chambering, it is very powerful, having some of the best penetration through cover (and will destroy light obstacles such as fences and doors). It can damage all vehicles, save for tanks, and is especially powerful against light vehicles and boats. A re-finished version is available with the SPECACT DLC.
 
[[Image:barrett_m90.jpg|thumb|none|400px|Barrett M95 - .50 BMG]]
 
[[Image:barrett_m90.jpg|thumb|none|400px|Barrett M95 - .50 BMG]]
[[Image:BFBC2-M95.jpg|thumb|none|600px|In fact, it is an anti-materi'''a'''l rifle]]
+
[[Image:BFBC2-M95.jpg|thumb|none|600px|In fact, it is an anti-materi'''a'''l rifle.]]
 
[[File:BFBC2 M95 (1).jpg|thumb|none|600px|Using a winter-camouflaged Barrett M95 during the assault on the Russian-occupied satellite station in the Andes.]]
 
[[File:BFBC2 M95 (1).jpg|thumb|none|600px|Using a winter-camouflaged Barrett M95 during the assault on the Russian-occupied satellite station in the Andes.]]
 
[[File:BFBC2 M95 (2).jpg|thumb|none|600px|Sighting in the fast-roping reinforcements.]]
 
[[File:BFBC2 M95 (2).jpg|thumb|none|600px|Sighting in the fast-roping reinforcements.]]
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===GOL sniper rifle===
 
===GOL sniper rifle===
The [[GOL sniper rifle]] is called the "GOL Sniper Magnum" in the game, only appearing in Multiplayer as a unlock at 21,000 points in the Recon kit.
+
The [[GOL sniper rifle]] is called the "GOL Sniper Magnum" in the game, only appearing in Multiplayer as a unlock at 21,000 points in the Recon kit. Its in-game designation implies that it is the .338 Lapua Magnum version.
[[Image:GOL Sniper Magnum.jpg|thumb|none|400px|GOL-Sniper - .338 Lapua]]
+
[[File:GOL Sniper Magnum-2.jpg|thumb|none|400px|GOL Sniper Magnum - .338 Lapua Magnum]]
 
[[Image:BFBC2-GOL.jpg|thumb|none|600px]]
 
[[Image:BFBC2-GOL.jpg|thumb|none|600px]]
 
[[File:BFBC2 GOL (1).jpg|thumb|none|600px|The GOL sniper rifle out on the Atacama Desert.]]
 
[[File:BFBC2 GOL (1).jpg|thumb|none|600px|The GOL sniper rifle out on the Atacama Desert.]]
 
[[File:BFBC2 GOL (2).jpg|thumb|none|600px|The view through the GOL's scope.]]
 
[[File:BFBC2 GOL (2).jpg|thumb|none|600px|The view through the GOL's scope.]]
 
[[File:BFBC2 GOL (3).jpg|thumb|none|600px|Working the bolt action.]]
 
[[File:BFBC2 GOL (3).jpg|thumb|none|600px|Working the bolt action.]]
[[File:BFBC2 GOL (4).jpg|thumb|none|600px|The GOL's reload.]]
+
[[File:BFBC2 GOL (4).jpg|thumb|none|600px|The GOL's reload animation, giving a view of the .338-loaded magazine.]]
  
 
===M24A2 Sniper Rifle===
 
===M24A2 Sniper Rifle===
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[[File:BFBC2 VSS (1).jpg|thumb|none|600px|The VSS rifle in-game.]]
 
[[File:BFBC2 VSS (1).jpg|thumb|none|600px|The VSS rifle in-game.]]
 
[[File:BFBC2 VSS (2).jpg|thumb|none|600px|It's PSO-1 features the same rather odd reticle from the first game.]]
 
[[File:BFBC2 VSS (2).jpg|thumb|none|600px|It's PSO-1 features the same rather odd reticle from the first game.]]
[[File:BFBC2 VSS (3).jpg|thumb|none|600px|Reloading the Vintorez.]]
+
[[File:BFBC2 VSS (3).jpg|thumb|none|600px|Reloading the Vintorez. Oddly, the cartridge in the magazine appears to be a 5.56mm/.223 round.]]
 
[[File:BFBC2 VSS (4).jpg|thumb|none|600px|About to cycle the action.]]
 
[[File:BFBC2 VSS (4).jpg|thumb|none|600px|About to cycle the action.]]
  
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===Heckler & Koch XM8 Automatic Rifle ===
 
===Heckler & Koch XM8 Automatic Rifle ===
The [[Heckler & Koch XM8#Heckler & Koch XM8 Automatic Rifle|H&K XM8 Automatic Rifle]] is called the "XM8 LMG" in the game. Has the same magazine as the MG36. The in-game description incorrectly states it comes with a built-in scope, when in fact it will only have a scope if one is equipped by the player as an attachment. It unlocks for the Medic class at 42,000 points.
+
The [[Heckler & Koch XM8#Heckler & Koch XM8 Automatic Rifle|H&K XM8 Automatic Rifle]] is called the "XM8 LMG" in the game. Like the MG36, it also uses a Beta C-Mag. The in-game description incorrectly states that this XM8 comes with a built-in scope, when in fact it will only have a scope if one is equipped by the player as an attachment. It unlocks for the Medic class at 42,000 points.
 
[[Image:XM8 LMG.jpg|thumb|none|350px|Heckler & Koch XM8 LMG - 5.56x45mm]]
 
[[Image:XM8 LMG.jpg|thumb|none|350px|Heckler & Koch XM8 LMG - 5.56x45mm]]
 
[[Image:BFBC2-XM8MG.jpg|thumb|none|600px]]
 
[[Image:BFBC2-XM8MG.jpg|thumb|none|600px]]
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===M60===
 
===M60===
The [[M60]] is called the "M60 LMG" in the game. Has a 100 round belt. Functions as Sweetwater's new signature gun in campaign mode, replacing his original M249. It can be found in the Sangre Del Toro mission, and is unlocked at 25,000 Medic score in MP.
+
The [[M60]] is called the "M60 LMG" in the game. Has a 100 round belt. Functions as Sweetwater's new signature gun in campaign mode, replacing his original M249. It can be found in the Sangre Del Toro mission, and is unlocked at 25,000 Medic score in Multiplayer. There, it is the most damaging per-shot machine gun for the Medic, but this is offset by its slower fire rate.
 
[[Image:M60GPMG.jpg|thumb|none|400px|M60 - 7.62x51mm]]
 
[[Image:M60GPMG.jpg|thumb|none|400px|M60 - 7.62x51mm]]
 
[[Image:BFBC2-M60.jpg|thumb|none|600px|Note that M60 is a medium machine gun, not light machine gun (LMG)]]
 
[[Image:BFBC2-M60.jpg|thumb|none|600px|Note that M60 is a medium machine gun, not light machine gun (LMG)]]
[[Image:BC2_M60.jpg|thumb|none|601px|Terrence Sweetwater wielding his M60, alongside Preston Marlowe and and the rest of the squad with XM8/XM320 combos.]]
+
[[Image:BC2_M60.jpg|thumb|none|601px|Terrence Sweetwater wielding his M60, alongside Preston Marlowe and and the rest of the squad with XM8/XM320 combos. Note their uniforms are a fictional winter colorization of the three color DCU pattern.]]
 
[[File:BFBC2 M60 (1).jpg|thumb|none|600px|The M60 as seen in the Force Multiplier mission.]]
 
[[File:BFBC2 M60 (1).jpg|thumb|none|600px|The M60 as seen in the Force Multiplier mission.]]
 
[[File:BFBC2 M60 (2).jpg|thumb|none|600px|The M60's iron sights - all but the front post is blurred out, a nice detail.]]
 
[[File:BFBC2 M60 (2).jpg|thumb|none|600px|The M60's iron sights - all but the front post is blurred out, a nice detail.]]
 
[[File:BFBC2 M60 (3).jpg|thumb|none|600px|Handing a belt box during the reload.]]
 
[[File:BFBC2 M60 (3).jpg|thumb|none|600px|Handing a belt box during the reload.]]
[[File:BFBC2 M60 (4).jpg|thumb|none|600px|Feeding in the 7.62 links.]]
+
[[File:BFBC2 M60 (4).jpg|thumb|none|600px|Feeding in the 7.62mm links.]]
[[File:BFBC2 M60 (5).jpg|thumb|none|600px|Knocking the top cover closed.]]
+
[[File:BFBC2 M60 (5).jpg|thumb|none|600px|Knocking the top cover shut.]]
 
[[File:BFBC2 M60 Melee.jpg|thumb|none|600px|Sweetwater bludgeons an enemy soldier with his M60 after disembarking Flynn's UH-60 in Crack the Sky.]]
 
[[File:BFBC2 M60 Melee.jpg|thumb|none|600px|Sweetwater bludgeons an enemy soldier with his M60 after disembarking Flynn's UH-60 in Crack the Sky.]]
  
 
===M249 SAW Paratrooper===
 
===M249 SAW Paratrooper===
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 SAW Paratrooper]] is called the "M249 SAW" in the game and only appears in Multiplayer, as first LMG unlock for medics at 3,300 score. Has a 200 round belt. As in the previous game, it has an M249-E2 heat shield.
+
The [[FN Minimi#M249|M249 SAW Paratrooper]] is called the "M249 SAW" in the game and only appears in Multiplayer, as the first MG unlock for medics at 3,300 score. It is fed by a 200 round belt and has a higher rate of fire than the Medic class' other MGs (apart from the MG3). As in the previous game, it has an M249-E2 heat shield.
[[Image:M249ParaModel.jpg|thumb|none|400px|M249 Paratrooper - 5.56x45mm]]
+
[[File:M249ParaWAmmo.jpg|thumb|none|400px|M249 Paratrooper with Picatinny rail and 200-round drum - 5.56x45mm]]
 
[[Image:BFBC2-M249.jpg|thumb|none|600px]]
 
[[Image:BFBC2-M249.jpg|thumb|none|600px]]
 
[[File:BFBC2 M249 (1).jpg|thumb|none|600px|Observing a miniature Patriot missile battery with the M249 Para.]]
 
[[File:BFBC2 M249 (1).jpg|thumb|none|600px|Observing a miniature Patriot missile battery with the M249 Para.]]
 
[[File:BFBC2 M249 (2).jpg|thumb|none|600px|The SAW's iron sights.]]
 
[[File:BFBC2 M249 (2).jpg|thumb|none|600px|The SAW's iron sights.]]
[[File:BFBC2 M249 (3).jpg|thumb|none|600px|Reloading the belt box.]]
+
[[File:BFBC2 M249 (3).jpg|thumb|none|600px|Replacing the belt box...]]
[[File:BFBC2 M249 (4).jpg|thumb|none|600px|Feeding in a new 5.56 belt.]]
+
[[File:BFBC2 M249 (4).jpg|thumb|none|600px|...feeding in a new 5.56mm belt...]]
[[File:BFBC2 M249 (5).jpg|thumb|none|600px|And closing the top cover, which appears to be completely black on the bottom.]]
+
[[File:BFBC2 M249 (5).jpg|thumb|none|600px|...and closing the top cover, whose underside appears to be a black void.]]
  
 
===MG3===
 
===MG3===
The modernized MG42 rebranded as the [[MG3]] returns from the previous game. It has a 100 round belt and the highest rate of fire of any of the machine guns. It can be first acquired in the Heart of Darkness mission, and appears later on the campaign as used by elite-tier Russian troops. They also use the MG3 in Onslaught mode. It is the final Medic unlock, at 52,000 points.
+
The modernized MG42 rebranded as the [[MG3]] returns from the previous game. It has a 100-round belt and the highest rate of fire of any of the game's machine guns. It can be first acquired in the Heart of Darkness Singleplayer mission, and appears later on the campaign as used by elite-tier Russian troops. They also use the MG3 in Onslaught mode. In Multiplayer, the MG3 is the final Medic unlock, at 52,000 points. A camouflaged version is available with the SPECACT DLC.
[[Image:MG 3.jpg|thumb|none|400px|MG3 - 7.62x51mm NATO]]
+
[[File:MG3 Black furniture.jpg|thumb|none|400px|MG3 - 7.62x51mm NATO]]
[[Image:BFBC2-MG3.jpg|thumb|none|600px]]
+
[[File:BFBC2-MG3.jpg|thumb|none|600px]]
 
[[File:BFBC2 MG3 (1).jpg|thumb|none|600px|A Russian Army medic armed with the MG3 machine gun on Laguna Presa.]]
 
[[File:BFBC2 MG3 (1).jpg|thumb|none|600px|A Russian Army medic armed with the MG3 machine gun on Laguna Presa.]]
 
[[File:BFBC2 MG3 (2).jpg|thumb|none|600px|ADS of the MG3.]]
 
[[File:BFBC2 MG3 (2).jpg|thumb|none|600px|ADS of the MG3.]]
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===PKM===
 
===PKM===
The [[PKM]] is called the "PKM LMG" in the game. This is the starting weapon for medics in multiplayer. Has a 100 round belt.
+
The [[PKM]] from the previous game returns, named here as the "PKM LMG" (the PKM is in fact a general-purpose MG; even the weapon screen description meakes mention of this). This is the starting weapon for the Medic class in multiplayer. It is fed by a 100-round belt.
 
[[file:HungarianPKM.jpg|thumb|350px|none|PKM - 7.62x54mm R]]
 
[[file:HungarianPKM.jpg|thumb|350px|none|PKM - 7.62x54mm R]]
 
[[Image:BFBC2-PKM.jpg|thumb|none|600px]]
 
[[Image:BFBC2-PKM.jpg|thumb|none|600px]]
 
[[file:BFBC2Game PKM holding.jpg|thumb|none|600px|The PKM being held.]]
 
[[file:BFBC2Game PKM holding.jpg|thumb|none|600px|The PKM being held.]]
 
[[file:BFBC2Game PKM aim.jpg|thumb|none|600px|Aiming.]]
 
[[file:BFBC2Game PKM aim.jpg|thumb|none|600px|Aiming.]]
[[file:BFBC2Game PKM reloading 1.jpg|thumb|none|600px|Unlike most of the other machine guns, the internals are fairly modeled on the inside during the reload.]]
+
[[file:BFBC2Game PKM reloading 1.jpg|thumb|none|600px|Unlike most of the other machine guns, the feed tray's internals are fairly modeled on the inside during the reload.]]
 
[[file:BFBC2Game PKM reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]
 
[[file:BFBC2Game PKM reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]
  
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==Shotguns==
 
==Shotguns==
Can be used by any class once unlocked. Can be equipped with extended magazines or loaded with slugs once either are unlocked.
+
Can be used by any class in Multiplayer once unlocked. Their stats can be changed by equipping magazine extensions (which do not visually change the shotgun's model) and/or loaading them with slug rounds, both of which appear in the form as unlockable perks for the player.
  
 
===Franchi SPAS-12===
 
===Franchi SPAS-12===
Called the "SPAS-12 Combat" in the game - it is found early on in Heart of Darkness, and is unlocked at Rank 18 (Master Sergeant III) in MP. The [[Franchi SPAS-12]] has the same damage statistics as the 870 MCS and NS2000, and operates only in pump-action mode. Judging by its barrel length, it is the compact variant, however it incorrectly holds 8 rounds in singleplayer and in multiplayer (when equipped with the "extended magazine tube" perk). The description states that "it's been in service for over 37 years"; with the real SPAS-12 having entered service in 1979, this suggests that the game is set after 2016.
+
Called the "SPAS-12 Combat" in the game, the [[Franchi SPAS-12]] is found early on in the Singleplayer mission Heart of Darkness, and is unlocked at Rank 18 (Master Sergeant III) in Multiplayer. The in-game SPAS-12 is operated in pump-action only, and has the same damage statistics as the 870 MCS and NS2000 listed below. Judging by this SPAS-12's barrel length, it is the compact variant, however it incorrectly holds 8 rounds in singleplayer and in multiplayer (when equipped with the "extended magazine tube" perk during the latter). In Multiplayer, the SPAS-12 is a high damaging weapon, allowing players to kill enemies with a single shot at close range, but it has a somwhat lengthy (in the fast-paced gameplay of an FPS) pumping animation that can leave its user vulnerable. However, in any game mode in all platforms, users can cut short the shotgun's cycling animation by rapidly switching to another weapon and back to their shotgun; this is applicable to all of the game's pump-actions, but cannot be done with bolt-action rifles.  
[[Image:Franchi12.jpg|thumb|400px|none|Franchi SPAS-12 Compact variant - 12 gauge]]
+
The SPAS-12's weapon screen description states that "It's been in service for over 37 years"; with the real SPAS-12 having entered service in 1979, this suggests that the game is set after 2016.
 +
[[File:SPAS-12 short barrel.jpg|thumb|400px|none|Franchi SPAS-12 with short barrel - 12 gauge]]
 
[[Image:BFBC2-SPAS12.jpg|thumb|none|600px]]
 
[[Image:BFBC2-SPAS12.jpg|thumb|none|600px]]
 
[[File:BFBC2 SPAS-12 (1).jpg|thumb|none|600px|Wary of any ''[[Jurassic Park]]'' jokes, Marlowe wields the SPAS-12 near where it can be found initially in the Heart of Darkness level.]]
 
[[File:BFBC2 SPAS-12 (1).jpg|thumb|none|600px|Wary of any ''[[Jurassic Park]]'' jokes, Marlowe wields the SPAS-12 near where it can be found initially in the Heart of Darkness level.]]
[[File:BFBC2 SPAS-12 (2).jpg|thumb|none|600px|ADS of the SPAS.]]
+
[[File:BFBC2 SPAS-12 (2).jpg|thumb|none|600px|"Aiming" the SPAS - a zoom-in that doesn't make use of the shotgun's sights. Not that this would've mattered anyway as the SPAS-12's stock in the folded position obsures the sight picture.]]
 
[[File:BFBC2 SPAS-12 (3).jpg|thumb|none|600px|Loading up a 12 gauge shell. Filling up the magazine tube on the real SPAS-12 requires the user to push down on the carrier latch button, something that the player character never does.]]
 
[[File:BFBC2 SPAS-12 (3).jpg|thumb|none|600px|Loading up a 12 gauge shell. Filling up the magazine tube on the real SPAS-12 requires the user to push down on the carrier latch button, something that the player character never does.]]
 
[[File:BFBC2 SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS-12.]]
 
[[File:BFBC2 SPAS-12 (4).jpg|thumb|none|600px|Pumping the SPAS-12.]]
  
 
===Izhmash Saiga 12K===
 
===Izhmash Saiga 12K===
The [[Saiga 12K]] from the first game, again incorrectly identified as the 20 gauge Saiga 20K, reappears as the "Saiga 20K Semi". It has a six shot magazine as standard, increased to twelve with extended mags. It only appears in Multiplayer, and is used by some Russian engineers in Onslaught mode. The Saiga is unlocked early on at Rank 2, Private II. The Saiga 12k correctly holds 6 rounds, however, its magazine visually remains the same when the gun is equipped with the "extended shotgun magazine" perk which raises its ammo capacity to 12 rounds.
+
The [[Saiga 12K]] from the first game, again incorrectly identified as the 20 gauge Saiga 20K, reappears as the "Saiga 20K Semi". It has a 6-round magazine as standard, which is increased to 12 with the magazine extension perk (oddly, this retains the 6-rounder's model). The Saiga deals less damage than the pump-action shotguns, but makes up for this with a decent rate of fire. This shotgun only appears in Multiplayer, and is used by some Russian engineers in Onslaught mode. The Saiga is unlocked early on at Rank 2, Private II.
 
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga 12K - 12 gauge]]
 
[[Image:Saiga 12k-1.jpg|thumb|none|400px|Saiga 12K - 12 gauge]]
 
[[Image:Saiga20k.jpg|thumb|400px|none|Saiga 20K for comparison - 20 gauge]]
 
[[Image:Saiga20k.jpg|thumb|400px|none|Saiga 20K for comparison - 20 gauge]]
 
[[Image:BFBC2-S20.jpg|thumb|none|600px]]
 
[[Image:BFBC2-S20.jpg|thumb|none|600px]]
 
[[File:BFBC2 Saiga (1).jpg|thumb|none|600px|Inspecting a derelict truck with the Saiga shotgun.]]
 
[[File:BFBC2 Saiga (1).jpg|thumb|none|600px|Inspecting a derelict truck with the Saiga shotgun.]]
[[File:BFBC2 Saiga (2).jpg|thumb|none|600px|The Saiga's ADS state.]]
+
[[File:BFBC2 Saiga (2).jpg|thumb|none|600px|The Saiga's "ADS" state.]]
 
[[File:BFBC2 Saiga (3).jpg|thumb|none|600px|The Saiga being reloaded. Note the slightly short green 12 gauge shell.]]
 
[[File:BFBC2 Saiga (3).jpg|thumb|none|600px|The Saiga being reloaded. Note the slightly short green 12 gauge shell.]]
 
[[File:BFBC2 Saiga (4).jpg|thumb|none|600px|Running the action.]]
 
[[File:BFBC2 Saiga (4).jpg|thumb|none|600px|Running the action.]]
  
 
===NeoStead 2000===
 
===NeoStead 2000===
Called the "Neostead 2000 Combat" in the game. The [[NeoStead 2000]] has a four shot mag tube as standard, increased to eight with extended mags. Statistically, it is identical to the SPAS-12 and 870 MCS but comes with two advantages: its users cycle it faster than any of the other pump-action shotguns and it is reloaded two shells at a time (regardless if the player reloads it with an odd amount of rounds left in the weapon). It is only in Multiplayer, unlocked at Rank 20, First Sergeant II.
+
Called the "Neostead 2000 Combat" in-game, the [[NeoStead 2000]] is the last unlockable pump-action shotgun in Multiplayer. The NeoStead has a low 4-round capacity as standard (a third of the real gun's 12-round capacity), which can be increased to a still-underloaded 8 with the "extended mags" perk. Statistically, it is identical to the SPAS-12 and 870 MCS but comes with two advantages: its users cycle it faster than any of the other pump-action shotguns and it is reloaded two shells at a time (regardless if the player begins reloading with an odd number of shells left). It is a Multiplayer-exclusive weapon, unlocked at Rank 20, First Sergeant II. The NeoStead could be equipped as an improvised "sniper" by pairing it with slug rounds and "Magnum Ammunition" (a damage-boosting perk), granting any class a powerful long-range weapon.  
[[Image:Neostead.jpg|thumb|none|400px|Neostead Shotgun - 12 Gauge]]
+
[[Image:Neostead.jpg|thumb|none|400px|NeoStead 2000 Shotgun - 12 gauge]]
 
[[Image:BFBC2-NS2000.jpg|thumb|none|600px]]
 
[[Image:BFBC2-NS2000.jpg|thumb|none|600px]]
 
[[File:BFBC2 NS2000 (1).jpg|thumb|none|600px|The NeoStead in the hands of a Russian Engineer, a certified ''Bad Company'' oddball classic.]]
 
[[File:BFBC2 NS2000 (1).jpg|thumb|none|600px|The NeoStead in the hands of a Russian Engineer, a certified ''Bad Company'' oddball classic.]]
 
[[File:BFBC2 NS2000 (2).jpg|thumb|none|600px|Aiming sans the actual sights.]]
 
[[File:BFBC2 NS2000 (2).jpg|thumb|none|600px|Aiming sans the actual sights.]]
[[File:BFBC2 NS2000 (3).jpg|thumb|none|600px|Palming in twin shotgun shells on a reload.]]
+
[[File:BFBC2 NS2000 (3).jpg|thumb|none|600px|Palming in twin shotgun shells on a reload. The shells in this reload animation have green hulls.]]
[[File:BFBC2 NS2000 (4).jpg|thumb|none|600px|Working the forward pump reveals an untextured black void underneath.]]
+
[[File:BFBC2 NS2000 (4).jpg|thumb|none|600px|Working the forward pump-action reveals an untextured black void underneath.]]
  
===Remington 870 MCS===
+
===Remington Model 870 MCS===
Called "870 Combat" in the game. The [[Remington 870|Remington 870 MCS]] has a four round tube as standard, eight rounds with extended mags. It is always modeled withe the longer magazine tube. First unlocked shotgun at rank 1, Private I.
+
Called the "870 Combat" in the game, the [[Remington_Model_870#Remington_Model_870_MCS|the Remington Model 870 MCS]] is the first unlockable shotgun in Multiplayer at rank 1, Private I. Like the SPAS-12 and NS2000, the 870 MCS comes with a 4-round tube as standard, which can be doubled to 8 (correct for this model of M870).
 
[[Image:Remington_870MCS.jpg|thumb|none|450px|Remington 870MCS - 12 gauge]]
 
[[Image:Remington_870MCS.jpg|thumb|none|450px|Remington 870MCS - 12 gauge]]
 
[[Image:BFBC2-M870.jpg|thumb|none|600px]]
 
[[Image:BFBC2-M870.jpg|thumb|none|600px]]
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===TOZ-194===
 
===TOZ-194===
The [[TOZ-194]] is available in the PS3 and PC beta, but only usable in Single Player in the full game. The shotgun has a capacity of 8 shots, one more round than its real-life counterpart. A version that fires slugs can also be found in singleplayer, although fired slugs seem to ''explode'' on impact, making it quite useful as an accurate "power weapon". In the game's multiplayer beta, the TOZ-194 would have been available as a usable weapon, but was likely removed due to it having very similar stats to the SPAS-12, NeoStead 200 and M870 MCS.
+
The [[TOZ-194]] is available in the PS3 and PC beta, but only usable in Singleplayer in the full game. This shotgun has a capacity of 8 shots; one more round than its real-life counterpart. A version that fires slugs can also be found in Singleplayer, although fired slugs seem to ''explode'' on impact, making it quite useful as an accurate "power weapon". In the game's multiplayer beta, the TOZ-194 would have been available as a usable weapon, but was likely removed due to it having very similar stats to the SPAS-12, NeoStead 200 and M870 MCS.
 
[[file:Toz194.jpg|thumb|none|350px|TOZ-194 - 12 gauge]]
 
[[file:Toz194.jpg|thumb|none|350px|TOZ-194 - 12 gauge]]
 
[[file:BFBC2Game TOZ-194 holding.jpg|thumb|none|600px|The TOZ-194 being held. When picked up (either from a weapons box or downed enemy), the shotgun will always have 4 rounds remaining.]]
 
[[file:BFBC2Game TOZ-194 holding.jpg|thumb|none|600px|The TOZ-194 being held. When picked up (either from a weapons box or downed enemy), the shotgun will always have 4 rounds remaining.]]
 
[[file:BFBC2Game TOZ-194 aim.jpg|thumb|none|600px|As with other shotguns, the iron sights are not used in-game. Pressing the "aim" button simply increases the zoom.]]
 
[[file:BFBC2Game TOZ-194 aim.jpg|thumb|none|600px|As with other shotguns, the iron sights are not used in-game. Pressing the "aim" button simply increases the zoom.]]
[[file:BFBC2Game TOZ-194 reloading 1.jpg|thumb|none|600px|Reloading.]]
+
[[file:BFBC2Game TOZ-194 reloading 1.jpg|thumb|none|600px|Reloading the TOZ-194 with some green shells.]]
 
[[file:BFBC2Game TOZ-194 reloading 2.jpg|thumb|none|600px|Pumping the TOZ-194.]]
 
[[file:BFBC2Game TOZ-194 reloading 2.jpg|thumb|none|600px|Pumping the TOZ-194.]]
 
[[file:BFBC2Game TOZ-194 world.jpg|thumb|none|600px|Third-person view of the weapon.]]
 
[[file:BFBC2Game TOZ-194 world.jpg|thumb|none|600px|Third-person view of the weapon.]]
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===USAS-12===
 
===USAS-12===
Called the "USAS-12 Automatic" in the game. The [[USAS-12]] has same mag capacities as the Saiga-20K. It can occasionally be found on weapon crates in the campaign, and is used by Russian spec-ops soldiers late in the campaign. The USAS is the last unlocked shotgun, at level 21 (First Sergeant III). The USAS-12 is modelled with a 10-round magazine but incorrectly holds 12 in both singleplayer and multiplayer. In the latter however, the USAS will hold 6 rounds at a time when not equipped with the "extended shotgun magazine" perk.
+
Called the "USAS-12 Automatic" in the game. The [[USAS-12]] has same magazine capacities as the Saiga, and can be considered a direct upgrade over the latter due to the USAS' full-auto ability. It can occasionally be found on weapon crates in the campaign, and is used by Russian spec-ops soldiers late in the campaign. The USAS is the last unlocked shotgun, at level 21 (First Sergeant III). The USAS-12 is modelled with a 10-round magazine but incorrectly holds 12 in both Singleplayer and Multiplayer. In the latter however, the USAS will hold 6 rounds at a time when not equipped with the "extended shotgun magazine" perk.  
 
[[Image:USAS12.jpg|thumb|none|400px|USAS-12 - 12 gauge]]
 
[[Image:USAS12.jpg|thumb|none|400px|USAS-12 - 12 gauge]]
 
[[Image:BFBC2-USAS12.jpg|thumb|none|600px]]
 
[[Image:BFBC2-USAS12.jpg|thumb|none|600px]]
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[[File:M112.jpg|thumb|400px|none|M112 C4 demolition charge]]
 
[[File:M112.jpg|thumb|400px|none|M112 C4 demolition charge]]
 
[[File:BFBC2 C4.jpg|thumb|none|600px|Haggard setting up some M112 charges at the end of the game.]]
 
[[File:BFBC2 C4.jpg|thumb|none|600px|Haggard setting up some M112 charges at the end of the game.]]
 +
 +
===Mk 2 hand grenade===
 +
The standard grenade during the mission "Operation Aurora" is the [[Mk 2 hand grenade]].
 +
[[File:MK2 grenade DoD.jpg|thumb|none|185px|Mk 2 hand grenade]]
 +
[[File:BFBC2-Mk2Grenade1.jpg|thumb|none|600px|Taking an Mk 2 hand grenade.]]
 +
[[File:BFBC2-Mk2Grenade2.jpg|thumb|none|600px|About to remove the pin.]]
  
 
===TS-50 Anti-Personnel Mine===
 
===TS-50 Anti-Personnel Mine===
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==Shotgun==
 
==Shotgun==
===Remington 870===
+
===Remington Model 870===
The [[Remington 870 Shotgun]] appears as "870 Combat" an is the only usable shotgun in the expansion. It has wooden furniture and no accessory rails, and does even higher damage at close range than in the base game.
+
The [[Remington Model 870]] appears as the only usable shotgun in the expansion. Like in the base game, the Remington is named the "870 Combat" while also (anachronistically) reusing the MCS' HUD icon, and its tube holds an underloaded 4 rounds (that can be raised to 8). The Model 870 here is modelled after the USMC-configured version, but features a different forend shape. Statistically, the Remington does even higher damage at close range than the base game's 870 MCS.
[[Image:Remington870PoliceStd.jpg|thumb|none|500px|Remington 870 Police Magnum Riot Shotgun - 12 Gauge]]
+
[[File:USMC870.jpg|thumb|none|500px|thumb|none|Remington 870 in USMC configuration - 12 gauge]]
[[File:USMC870.jpg|thumb|none|500px|thumb|none|Remington 870 in USMC configuration - 12 Gauge]]
+
[[Image:Remington870PoliceStd.jpg|thumb|none|500px|Remington Model 870 Police Magnum Riot Shotgun - 12 gauge]]
[[Image:BBC2V-870-1.jpg|thumb|none|600px|Stats of the Remington 870.]]
+
[[Image:BBC2V-870-1.jpg|thumb|none|600px|The weapon screen stats of the Remington 870. Like its HUD icon, the base game 870 MCS' description has been reused.]]
 
[[File:BC2VN 870 (1).jpg|thumb|none|600px|thumb|none|A US grunt looks for signs of enemy activity, 870 in hand.]]
 
[[File:BC2VN 870 (1).jpg|thumb|none|600px|thumb|none|A US grunt looks for signs of enemy activity, 870 in hand.]]
 
[[File:BC2VN 870 (2).jpg|thumb|none|600px|thumb|none|"Aiming" the shotgun.]]
 
[[File:BC2VN 870 (2).jpg|thumb|none|600px|thumb|none|"Aiming" the shotgun.]]
[[File:BC2VN 870 (3).jpg|thumb|none|600px|thumb|none|Reloading the magazine tube.]]
+
[[File:BC2VN 870 (3).jpg|thumb|none|600px|thumb|none|Reloading the magazine tube. Note the "Kill 'em all" writing on the receiver.]]
 
[[File:BC2VN 870 (4).jpg|thumb|none|600px|thumb|none|Working the pump action.]]
 
[[File:BC2VN 870 (4).jpg|thumb|none|600px|thumb|none|Working the pump action.]]
  
Line 913: Line 920:
 
===RPK===
 
===RPK===
 
The [[RPK]] appears with an incorrect 100-round drum mag (should hold 75 rounds) in the expansion. It has the fastest reload time among the light machine guns. Likely due to reused code from the base game's MG36 or XM8AR, spent brass is seen ejecting to the left side, right through the receiver cover instead of through the ejection port. Due to a bug, the rear sight and bipod are missing on the first person model except during its reload animation.
 
The [[RPK]] appears with an incorrect 100-round drum mag (should hold 75 rounds) in the expansion. It has the fastest reload time among the light machine guns. Likely due to reused code from the base game's MG36 or XM8AR, spent brass is seen ejecting to the left side, right through the receiver cover instead of through the ejection port. Due to a bug, the rear sight and bipod are missing on the first person model except during its reload animation.
[[Image:Rpk_01_drum.jpg|thumb|none|501px|RPK - 7.62x39mm]]
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[[File:Rpk 01 drum.jpg|thumb|none|501px|RPK - 7.62x39mm]]
[[Image:Draft_lens16760121module142377691photo_1292995705battlefield_bad_company_2.jpg|thumb|none|600px|RPK stat entry.]]
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[[File:Draft lens16760121module142377691photo 1292995705battlefield bad company 2.jpg|thumb|none|600px|The RPK's stat entry. Note the cloth straps around the receiver, the rear one of which blocks the charging handle slot.]]
[[File:BC2VN RPK (1).jpg|thumb|none|600px|thumb|none|As with a lot of video game RPKs, the model is the same as the base AK-47 with a longer barrel and appropriate stock.]]
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[[File:BC2VN RPK (1).jpg|thumb|none|600px|thumb|none|The RPK in first-person; as with a lot of video game RPKs, the model is the same as the base AK-47 with a longer barrel and appropriate stock. Incidentally, this makes it resemble the [[TUL-1]], a North Vietnamese-made RPK pseudo-copy based on the [[Type 56 assault rifle]], in an absolutely marvelous example of "right for the wrong reasons".]]
 
[[File:BC2VN RPK (2).jpg|thumb|none|600px|thumb|none|Aiming the RPK, without even a rear sight present.]]
 
[[File:BC2VN RPK (2).jpg|thumb|none|600px|thumb|none|Aiming the RPK, without even a rear sight present.]]
 
[[File:BC2VN RPK (3).jpg|thumb|none|600px|thumb|none|Changing out the RPK's drum magazine. Note the reappearance of the bipod and rear sight.]]
 
[[File:BC2VN RPK (3).jpg|thumb|none|600px|thumb|none|Changing out the RPK's drum magazine. Note the reappearance of the bipod and rear sight.]]
[[File:BC2VN RPK (4).jpg|thumb|none|600px|thumb|none|Reloading. Working the action.]]
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[[File:BC2VN RPK (4).jpg|thumb|none|600px|thumb|none|Finishing off the reload by yanking the charging handle. Straight through the aforementioned cloth strap, in fact.]]
  
 
===Stoner 63===
 
===Stoner 63===

Latest revision as of 11:09, 17 October 2024


Battlefield: Bad Company 2
BFBC2.jpg
PC Box Cover
Release Date: 2010
Developer: EA Digital Illusions CE
Publisher: Electronic Arts
Series: Battlefield
Platforms: Windows
iOS
PlayStation 3
Xbox 360
Genre: First-Person Shooter


Battlefield: Bad Company 2 is the sequel to the original Battlefield: Bad Company. Bad Company 2, utilizing a newer version of the Frostbite engine, enables players to destroy any objects in the map (almost 90%) and deform the ground with explosives. The engine also gives bullets travel time and drop over distance, though this is mostly only noticed with sniper rifles. This game released in the U.S on March 2, 2010. A preorder package came with instantly unlocked unlockable weapons and vehicle upgrades, including the Thompson M1928, Colt M1911A1, Tracer Dart Pistol, vehicle Armor Upgrade, vehicle Secondary Weapon and vehicle Motion Detector. Some retailers also offered the AKS-74U in addition to these.

Battlefield: Bad Company 2: Vietnam is an expansion pack for the original game that takes place during the Vietnam War. It was released in December 2010 as a multiplayer-only DLC and requires BF: BC2 to work.

As of December 2023, Bad Company 2, along with its prequel and Battlefield: 1943, have their online multiplayer components shut down, making it impossible to access many of the multiplayer-online weapons and content available in these modes. The Vietnam expansion pack cannot be accessed either, due to it being a multiplayer-only DLC.

The following guns can be seen in the video game:

Overview

Several of the guns in-game are mirrored, having the ejection port on the left side of the gun despite all characters being right-handed.

All weapons have only one reload animation, and there is no tracking of +1 chambered rounds. Unlike the the first game which had singular reload animations that always involved racking the bolt, Bad Company 2 reload animations generally go the opposite way simple involve a mag swap, save for the WWII weapons, M16A2, and shotguns, sniper rifles, and machine guns.

The first level of the singleplayer campaign, "Operation Aurora," is set in WWII. Many of the weapons in that level are recycled from Battlefield: 1943, and are generally unusable in multiplayer or unusable by the player at all.

Battlefield: Bad Company 2

Handguns

Can be used by any class once unlocked.

Beretta 92FS Inox (functions as Beretta 93R)

On the weapon info screen the Beretta 93R is actually a modified Beretta 92FS Inox (due to the slide mounted safety) with a 20-round magazine, larger trigger guard, extended barrel with compensator, and a folding foregrip. In-game however, it is the same model as the M9 but with a stainless finish, 3-round burst, and though not visibly different to the M9, a 20-round magazine. In the kill feed it was formerly incorrectly called the "M9-3", though this was later fixed to call it "M93R Burst". In-game, the fake 93R is a very weak weapon that deals low damage per shot, with almost a full magazine being required usually to kill an enemy at full health. For that reason, it may be better suited as a finisher to low-health targets.

Beretta 92FS INOX - 9x19mm.
Beretta 93R - 9x19mm
BFBC2-M93.jpg
A US Army soldier holds the burst Beretta out in a settlement on the Atacama Desert level.
The 92FS' Inox sights. Real Inoxes usually have red inserts on the posts.
Dumping a mag out after blasting away at a short fence.

Beretta M9

The Beretta M9 is a standard semi-automatic pistol. It had a correct 15 round magazine in the Beta, but reverted to the incorrect 12-round mag for the release game (the same thing happened in Medal of Honor 2010's multiplayer, also from DICE). As of the final R7 patch, its damage has been increased to reflect the in-game stat difference between it and the MP-443. One way to explain the 12 round mag and higher damage than the 9mm MP-443 is DICE has instead dressed up a Beretta 96 as the M9. In addition the hammer is never shown cocked, even when fired, as if it were double-action only.

Beretta M9 - 9x19mm
BFBC2-M9.jpg
The Beretta M9 in first person.
Aiming down the sights.
Reloading.
Pulling the slide of the M9.
Kirilenko gestures at the end of High Value Target. He rather oddly has a M9 pistol in his shoulder holster, although the model is shared from the standard American waist holster.
Marlowe draws and chambers an M9 at the end of the game, although it morphs into the MP-443 that's only usable in Campaign otherwise.

Colt M1911A1

The Colt M1911A1 is instantly unlocked for players who pre-ordered Battlefield: Bad Company 2. With its .45 ACP chambering, it has the second highest damage of the pistols, beaten only by the MP412 REX which uses .357 Magnum rounds. Labeled "WWII M1911 .45" in-game. It is incorrectly portrayed as firing from an uncocked hammer (and it doesn't change at all, even the first round has been fired or the gun's slide has been pulled back while reloading), which is required for single-action pistols like the M1911A1. Unlike most weapons in the game, it is correctly modeled with the right side ejection port. This is because its model is from Battlefield 1943, which features proper right-handed weapons, and the uncocked hammer comes from that game too.

Colt M1911A1 - .45 ACP.
BFBC2-M1911.jpg
American assault trooper with M1911A1
The M1911A1 pistol in-game.
Aiming at the shed.
Loading up the seven shot magazine.
Chambering the M1911 - the .45 cartridge clips through the rather lipless magazine.

MP-412 REX

The MP-412 REX .357 Magnum revolver is the most powerful, but also the slowest firing and lowest capacity handgun in the game. The reload animation for the REX depicts it with no automatic cartridge extractor, causing the player to manually dump out spent casings. The model has been changed to an extended barrel variant compared to the previous game and later appearances of the REX in the series.

MP-412 REX - .357 Magnum
BFBC2-MP412.jpg
A Russian Army soldier brandishing the MP-412.
The revolver's iron sights.
Sending out the unfired rounds at the start of a reload. Note the difference in barrel length is very clear here.
Speed-loading in more .357 Magnum rounds.
Spinning the REX's cylinder.

MP-443 Grach

The MP-443 Grach appears in the game and has a 17-round mag, the second highest of all the pistols, as well as the second lowest damage, the M93R being the lowest. In single player, this pistol is the only one available; Marlowe acquires one from Redford at the end of the mission "Upriver", and holds onto it for the rest of the game, while NSA Agent Aguire also carries one of his own.

MP-443 Grach - 9x19mm
BFBC2-MP443.jpg
A Russian Paratrooper with the MP-443 pistol out at Port Valdez, Alaska. Note that the rear of the slide is modeled completely wrong, lacking a hammer and treating the pistol as striker fired.
Aiming the MP-443.
Reloading with a low-detail magazine.
About to rack the Grach's slide.
"Gun."
Aguire urges Sweetwater to stand aside by aiming a MP-443 at him...
...and blasts a Russian spec-ops soldier that was about to get the jump on them.
"Even the Buddha had to kick a little ass."
Flynn aims another Grach pistol.

Nambu Type 14 (Transition model)

In the first single-player level, Operation Aurora, Watanabe is seen using a Nambu Type 14. Like the other WWII weapons, its model is recycled from Battlefield 1943, though it is unusable by the player in Bad Company 2.

Nambu Type 14 - 8x22mm Nambu. Transition model. With a new trigger guard and original slotted cocking knob.
The Nambu Type 14 in-game. Note the enlarged trigger guard from later the Type 14 model and the early-style cocking piece.
Right side view. Note the Black Sun emblem on Watanabe's jacket, indicating that the Scalar Weapon may have been a joint Axis project with Nazi connections.

Tracer Dart Gun

The Tracer Dart Gun is a non-lethal weapon used by both Russian and American forces. The tracer darts it fires grants lock-on capabilities to allied Engineers using the RPG-7 or Carl Gustav launchers. Unlocked by default on all pre-ordered copies, but can be acquired through experience for those who did not pre-order. Unlike in the original Bad Company, the Engineer has to lock on the target by looking through the scope of the rocket launcher for a few seconds at the tracer point. After it locks on, a distance will be given. The Engineer is then free to fire in any direction, and the rocket will home in on the target. It is also capable of tracking and locking on while embedded on enemy personnel instead of vehicles.

American engineer with Tracer Dart Gun
Tracer Dart Gun in Multiplayer
Lock on as seen through the scope of a Carl Gustav. It's hard to see but there are some white numbers beneath the orange square. This is the distance and notifies the player that the missile is locked.

Submachine Guns

Submachine guns are available to the Engineer role in Multiplayer alongside compact-carbine sized assault rifles. The Type 100 is the only usable SMG in the campaign, in the WWII prologue.

Heckler & Koch UMP45

The Heckler & Koch UMP45 returns as the final unlock for the Engineer class at 43,000 points. It again features a suppressor, and can be equipped with the Kobra or ACOG scope. A camouflaged version is available with the SPECACT DLC.

Heckler & Koch UMP45 with Suppressor - .45 ACP.
BFBC2-UMP.jpg
A US Engineer views a Humvee with his UMP.
The UMP's iron sights, with the rear aperture flipped up.
It reloads without the first game's full HK procedure. The windowed magazine model doesn't reflect the amount of rounds in the actual magazine.
Smacking in a new magazine while getting taunted by the server message.
The UMP45 SA in desert camouflage.
A woodland camo'ed UMP SA with an ACOG scope.
And the arctic camo UMP45.

IMI Uzi

The Uzi appears only in Multiplayer and is equipped with a suppressor. It has a very high rate of fire, more akin to that of the Mini Uzi (which is technically possible, as smaller Uzi variant bolts are backwards compatible in the original design). It is unlocked for 26000 points in the Engineer kit.

IMI Uzi - 9x19mm
BFBC2-UZI.jpg
Holding the Uzi upon a hostile four-wheeler.
Checking the Uzi's sights against the blue wall.
Letting out a burst, which shows the bolt and charging handle reciprocating (the latter is non-reciprocating in reality). Spent casings are present, just not in-frame here.
The Uzi's reload, which lacks running the charging handle from BC1.

M1928 Thompson

The M1928 Thompson appears in the game, used by the American strike team in the Operation Aurora prologue (though the player character loses his). In Multiplayer, it is readily available for players who pre-ordered Battlefield: Bad Company 2, and unlocked at rank 10 otherwise. It is incorrectly identified as "WWII M1A1 Thompson" in-game when in-fact it is the M1928 model. The gun uses the same model from Battlefield 1943.

It should be noted that when the player character reloads the weapon, he inserts the magazine incorrectly. Instead of using the channels on the mag catch for the magazine to slide into, he inserts it in a similar way to an AK-47 magazine, even though it isn't possible to insert a Thompson magazine without using the channels. Also, triggering the reload animation will have the bolt force itself closed before the player immediately pulls it open again as the first step; while not technically incorrect due to the gun being an open-bolt design (although doing this step first was only strictly necessary when using drum mags), this will also cause an empty casing to eject from the gun, even if the magazine was emptied.

M1928A1 Thompson with 30-round magazine - .45 ACP
BFBC2-M1A1T.jpg
An American assault trooper with the M1928A1 Thompson. Note that the magazine incorrectly fills the entire space in the magazine well. The magazine also appears to be longer than a Thompson's 20-rounder, but shorter than a real 30-rounder.
Wyatt loses his M1928 after the squad is detected at the start of Operation Aurora.
A ghillied Russian wades ashore on the Atacama Desert with his M1928 Thompson, ready to liberate the desert from rocks and cactus.
Aiming the Thompson against the shore. The actual rear notch sight blurs completely out of focus here; the front sight is instead lined against the charging handle.
Blazing away with the Thompson recoiling quite a bit upwards.
Pulling the charging handle back - note the casing ejecting out is fired.
And the rather curious AK-like loading of the magazine.

PP-2000

The older version of the PP-2000 appears in the game equipped with a suppressor and is incorrectly referred as the "PP-2000 Avtomat" ("Avtomat" is the Russian term for Assault rifle or Submachine gun, but nowadays it is more used for Assault rifles or Automatic rifles). The PP-2000 is only available in Multiplayer, as the Engineer class's second to last unlock at 32,000 points. It has a 40-round capacity despite being modeled with the 20-round magazine. It fires at 1000 rpm, faster than any in-game other weapon, excluding the MG3.

PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm
Although the weapon screen makes mention of the PP-2000's trait of utilizing its 44-round magazines as a stock, no such feature is present on the in-game gun.
A Russian Engineer holds his PP-2000 out by his T-90 tank.
He's grateful that the iron sights are now usable.
Putting the T-90's side armor to the test of 9x19mm. Note the charging handle's (which is modeled as a solid tube instead of being an ambidextrous lever) sleeve cycles back with the bolt.
Reloading the PP-2000.

Type 100

The Type 100 submachine gun is found in the first level of single-player, Operation Aurora, recycled from Battlefield 1943. Unlike its origin game, the Type 100 here correctly fires from an open bolt. Its reload animation however briefly shows the SMG with a closed bolt, before it quickly slides into the open position by itself due to the modified animation.

Type 100 - 8x22mm Nambu
The Type 100 in Operation Aurora. Note that the receiver's endcap is flat; it is hollow in reality.
Aiming - the sights are aren't aligned; the rear peep hole is ignored.
Reloading.
Pulling the bolt back.

Assault Rifles

Automatic Rifles are split between Carbines for the Engineer Class, and Assault Rifles for the Assault Class. All the assault rifles are equipped with an under-slung grenade launcher, capable of firing standard grenades, or either smoke or canister flechette rounds.

9A-91

The 9A-91 with a suppressor is the starting carbine for Engineers. It is a powerful primary weapon for the class, likely due to its 9x39mm chambering, but only has a 20-round magazine (the smallest ammo capacity out of Engineer's primaries).

9A-91 - 9x39mm
BFBC2-9A91.jpg
The 9A-91 in first person.
Aiming down the sights.
Removing the old magazine.
Reloading the 9A-91.

AEK-971

Called "AEK-971 Vintovka" in the weapons screen, the AEK-971 is the Assault kit's starting assault rifle and is the standard rifle used by the South American soldiers in the campaign. As with the previous game, it is equipped with the GP-30 underbarrel grenade launcher.

AEK-971 - 5.45x39mm
BFBC-AEK971.jpg
Holding AEK-971 with the GP-30.
Aiming down the sights.
The player character about to remove the old magazine.
Reloading.

AKS-74U

The AKS-74U appears in the final campaign mission, and is unlocked at 16,000 points for the Engineer class in Multiplayer. As with all Engineer class weapons, it is suppressed and is referred to as the "AKS-74U Krinkov" in-game. Oddly, in the weapons info screen it has black plastic furniture, but in-game it has wood furniture. This is because the version in Bad Company 2 is simply a reskin of the original Bad Company's AKS-74U, in which it had the plastic furniture.

AKS-74U with folded stock and suppressor - 5.45x39mm
BFBC2-AKS74U.jpg
A Kobra-equipped AKS-74U acquired at the start of the final mission. It seems that this scene was inspired by a similar scene in the movie Shoot 'em Up.
A standard AKS-74U obtained later in the An-124's cargo hold.
Aiming the AKS-74U.
Reloading the 5.45 magazine. The incorrect milled receiver cutout is easily visible here.
The squad discusses their next move while armed with AKS-74Us - note the wooden rail segment on Preston's AKS-74U. The right side of the receiver is also mirrored from the left in third person.
Sweetwater holding the AKS-74U in an odd way, probably due to reused hand positions for his original M60.

AN-94

The AN-94 with a GP-30 returns, now as the standard service rifle for the Russian Army in the story (replacing the AEK-971 in that role in the prior game). It is permanently set to the two-round burst mode, but incorrectly fires at the full-auto mode's 600 RPM instead of the burst mode's much higher fire rate. The AN-94 is unlocked at 28,000 score in the Assault class in multiplayer.

Nikonov AN-94 - 5.45x39mm
BFBC2-AN94.jpg
The AN-94 out by a Russian rest area.
Aiming is identical to the first game.
Letting a two-round burst out, which shows the mirrored system in action.
Reloading the AN-94.

Colt M16A4

The M16A4 rifle appears only as the last unlockable assault rifle. The model is the same one from the original game, and is named the "M16A2" but has the detachable rear sight of the A4 pattern. The Bad Company 2 "M16A2" differs from the original "M16" that was used in the first Bad Company in multiple ways: the magazine has the correct 30-round capacity instead of 50, a three-round burst mode instead of being fully automatic, and Kobra sight or ACOG scope attachments (as is the case with most weapons in Bad Company 2). It requires 47,000 Points to unlock, and is the last unlock in the "Assault" kit. A camouflaged version is available with the SPECACT DLC.

M16A4 with M203 40mm grenade launcher - 5.56x45mm & 40x46mm
BFBC2-M16.jpg
Patrolling the big sandbox with the M16A4/M203 combo.
Aiming the M16 - note that the carry handle sight is entirely mirrored; the attachment knobs and sight adjustment dial are opposite of where they normally would be.
Firing - unlike the HK416, a new round isn't present inside the chamber.
Reloading a STANAG.
The very rare sight of a charging handle being used on a rifle in Bad Company 2. The forward assist maneuver from the first game however is skipped.
The desert camo M16A2 SA rifle.
The DLC-exclusive M16A2 SA's woodland appearance as seen on Isla Innocentes...
...and the winter M16A2 SA, inside a MCOM house on the nighttime and snowed map Nelson Bay.

FN F2000 Tactical

The FN F2000 Tactical is called the "F2000 Assault" in the game. It is always equipped with the FN GL1. It fires at a comparatively high 850 rpm compared to other assault rifles, but its report makes it sound as if it fires faster. It can first be found in the Sangre Del Toro mission, and appears later on sporadically as used by some of the Latin American troops and Russian special forces. In Multiplayer, it unlocks at 8,000 Assault score.

FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO
Note that the info screen depicts a civilian FS2000 with a FN GL1 grenade launcher. Also note the alternative grenade launchers, which are never actually used.
An F2000 found on a weapon crate in the Sangre Del Toro mission, with a two-tone appearance.
Marlowe with the F2000 in the prison camp liberated in the No One Gets Left Behind mission. It has a full tan finish in temperate and arid levels.
The F2000's iron sights.
Firing the F2000 while getting an eyeful of lens flare. The charging handle slightly reciprocates, and casings can be seen correctly spewing out the front.
Reloading a STANAG.
The black-finished F2000 as seen on Port Valdez. Note the ACOG scope slightly clips with the rear sight.

FN SCAR-L CQC

The FN SCAR-L CQC assault rifle is the first unlockable weapon for the Engineer in multiplayer (at 2,500 points), and found occasionally in the campaign mode. Russian SF troops can be seen using it in the Zero Dark Thirty mission. When firing bursts of automatic fire, the weapon ejects casings at a faster rate than it fires and cycles. This is probably due to it reusing scripts from Battlefield: Bad Company, in which it had a faster ROF.

First Generation FN SCAR-L STD - 5.56x45mm NATO
FN SCAR-L CQC - 5.56x45mm
The SCAR-L's menu card, it still has the camouflage finish from the previous game here.
Engaging an enemy soldier in the South American logging camp with the SCAR-L CQC.
Blasting away, showing the left handed bolt cycling and 5.56 casings spewing out.
The SCAR-L's sights - the rear is cropped, and blurred out of focus.
Reloading the SCAR, with some nicely modeled cartridges in the magazine.
In winter levels, the SCAR-L has a two-tone gray/black appearance.
Getting a view of the black bottom rail and lower receiver.

Heckler & Koch HK416 D10RS

Referred as the M416. Apparently in the Bad Company universe, the Heckler & Koch HK416 weapon has been adopted by the US Army, thus the M416 designation. It is unlocked at 35,000 Assault class score. A well-balanced and versatile rifle, the HK416 was popular in multiplayer and can be outfitted with standard assault rifle attachments, such as a red dot sight, 4x scope and underslung M203, capable of firing flechette, HE or smoke rounds.

HK416 D10RS - 5.56x45mm NATO
BFBC2-HK416.jpg
The HK416 carbine out in the US deployment area of Atacama Desert.
The 416's iron sights.
Firing away with the apparently spring-returned dust cover flapping half open, which allows spent casings out. This trait is also present on the M16A4.
The reload animation is changed from BC1 with the HK being mostly held skywards while a new magazine is loaded and slapped in.

Heckler & Koch XM8

The Heckler & Koch XM8 with the XM320 underbarrel grenade launcher. In Campaign mode, it replaces the M416 as the signature weapon of B-Company. Redford and Marlowe use ACOGs, while Haggard uses a Red Dot Sight, though Redford and Haggard's optics are always present in gameplay, they only sometimes appear in cutscenes, while Marlowe's is always there (except in the tanker cutscene).

Heckler & Koch XM8 - 5.56x45mm
BFBC2-XM8.jpg
Promotional image of a US Army soldier firing the XM8/XM320 combo.
The XM8 and XM320 out on Isla Innocentes in multiplayer.
Aiming with the HK style iron sights.
The XM8's reload.

Heckler & Koch XM8 Compact

The H&K XM8 Compact equipped with a suppressor is an available weapon for the Engineer Class, unlocked at 6,500 points. It has the highest rate of fire of all the rifle-caliber carbines available to the Engineer.

H&K XM8 Compact Carbine - 5.56x45mm
BFBC2-XM8C.jpg
The XM8 Compact out in the Atacama wastes.
Firing, with the casing ejecting out leftward.
Reloading reveals the rather primitive look of the magazine texture that normally hides away in the magwell.

Steyr AUG A3-CQC

The Steyr AUG A3-CQC appears as the "STG.77 AUG" in-game. This name is the official designation of the Steyr AUG in the Austrian Army, however the A3-CQC variant seen here was never adopted. It unlocks at 20,000 score with the Assault Class in Multiplayer.

Steyr AUG A3-CQC (5.56x45mm) with prototype Steyr GL2 40mm grenade launcher
BFBC2-AUG.jpg
The iron sights AUG A3 in-game.
Aiming.
Reloading the AUG, less pulling the charging handle.

Battle Rifles

Can be used by any class once unlocked.

Heckler & Koch G3A3

A G3A3 appears simply as the "G3" and is only available as a multiplayer unlock. Despite claiming to be unlocked at Rank 26, players really unlock it at Rank 22, the first officer rank. It has a 20-round magazine and full-auto fire capability. It can be set to any class' primary slot. Elite tier Russian forces use the G3A3 in Onslaught mode.

Heckler & Koch G3A3 - 7.62x51mm NATO
BFBC2-G3.jpg
The G3A3 out in the Atacama wastes.
As with the HK416, the front sight seems to be aligned with the top of the rear drum rather than its actual notch.
The box magazine is totally empty during reloads.
Smacking in a new one.

M1 Garand

The M1 Garand can be unlocked by registering as a Battlefield "veteran" (i.e. registering at least one other Battlefield-series game). Called "WWII M1 Garand" in-game. Can be set to any class' primary slot. Another weapon carried over from 1943, and hence has correct right-hand ejection and charging handle. Oddly, the image for the weapon in the weapon info screen is the in-game model of the Type 5 rifle (which is itself based on the M1 Garand model). Reloading the Garand without expending all 8 rounds will magically lock back the bolt and eject an empty clip.

M1 Garand semiautomatic rifle - .30-06
Note the thicker wood furniture, indicating that this is the Type 5 model.
The M1 Garand in first person.
Aiming down the sights.
The empty clip being ejected.
Inserting a new 8-round clip.

Mk 14 Mod 0 EBR

The Mk 14 Mod 0 EBR (Enhanced Battle Rifle) appears only in Multiplayer, unlocked at rank 19 (First Sergeant I). It is incorrectly called "M14 Mod 0 Enhanced" in the game and has a desert-tan camo paint. The Mk 14 has a semi-auto only firing option, can be equipped as a primary weapon for any class and has a 10-round capacity in gameplay despite what the weapon page description claims. Although it has the same in-game stats as the M1 Garand (excluding capacity), the Mk 14 reloads slightly faster and the player equipping it spawns with less reserve ammo for the rifle. Its rear sight however has a smaller peephole than the Garand. The Mk 14 also has a right-handed bolt, but spent casings eject to the left. The related original M14 appears in the Vietnam expansion pack.

Mk 14 Mod 0 EBR - 7.62x51 NATO
BFBC2-MK14.jpg
The Mk 14 EBR out in a Chilean desert ville.
The Mk 14's iron sights. The rear sight here is a bit better portrayal of the M1/M14's peep sight, compared to the in-game Garand's ghost ring sight seen above.
It recoils quite hard from the hip; the action is cycling here, and the spent round pops out and is visible just above the front rail.
The magazine appears to have been quite burned on top.

Type 4 Rifle (M1 Garand mock-up)

Reused from Battlefield: 1943, the M1 Garand modified to stand in for the rare Japanese Type 4 is the standard weapon for the Japanese forces in the single-player mode. It has the clip latch which the Type 4 lacks, and functions in an identical fashion to the M1 Garand, complete with using en-bloc clips instead of the real weapon's stripper clips.

Unusually, the game allows the weapon to be reloaded partway through an en-bloc clip by using the clip latch. There is no model for an empty or partially fired clip, so regardless of how many rounds have been fired the Type 4 is always shown ejecting a completely full clip at the start of the reload animation, in contrast to the Garand's clip, which is always shown as empty. Unlike in Battlefield: 1943, ejecting a clip does not produce a ping sound.

M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06
Type 4 - 7.7x58mm
The Type 4 being held.
Aiming.
The clip being ejected at the start of a reload; note how it is full.
Inserting a fresh clip.

Sniper Rifles

Sniper rifles are exclusive to the Recon class.

Barrett M95

The Barrett M95 returns as the "M95 Sniper" in Bad Company 2. The M95 can be found first in Crack The Sky in the story, and is used by Russian snipers in later missions. It is the final Recon unlock in Multiplayer, at 34,000 points. As per its .50 BMG chambering, it is very powerful, having some of the best penetration through cover (and will destroy light obstacles such as fences and doors). It can damage all vehicles, save for tanks, and is especially powerful against light vehicles and boats. A re-finished version is available with the SPECACT DLC.

Barrett M95 - .50 BMG
In fact, it is an anti-material rifle.
Using a winter-camouflaged Barrett M95 during the assault on the Russian-occupied satellite station in the Andes.
Sighting in the fast-roping reinforcements.
Working the M95's bolt.
Reloading a five-round magazine...
...and pushing the bolt forward.
The M95 SA variant in multiplayer; in an inversion of all the other SPECACT weapons, it lacks a camouflage finish as the default M95 already has dynamic camo colors.
Haggard shoulders and chambers the Barrett in the intro of the Sangre Del Toro mission. Note the M9 pistol in Sweetwater's holster.
Taking aim upon a Russian desert patrol.

GOL sniper rifle

The GOL sniper rifle is called the "GOL Sniper Magnum" in the game, only appearing in Multiplayer as a unlock at 21,000 points in the Recon kit. Its in-game designation implies that it is the .338 Lapua Magnum version.

GOL Sniper Magnum - .338 Lapua Magnum
BFBC2-GOL.jpg
The GOL sniper rifle out on the Atacama Desert.
The view through the GOL's scope.
Working the bolt action.
The GOL's reload animation, giving a view of the .338-loaded magazine.

M24A2 Sniper Rifle

The A2 variant of the M24 sniper rifle is the standard bolt-action sniper rifle used by Recon class, referred to as the "M24 Sniper".

M24A2 - 7.62x51mm NATO
BFBC2-M24.jpg
The M24A2 being held.
Aiming.
Reloading.
Pulling the bolt.
The arid camouflaged M24 rifle, overlooking the Arica town.
A woodland M24A2 on Valparaiso.

QBU-88

The QBU-88 appears as the "Type 88 Sniper" and the first sniper rifle found in the campaign, used in Upriver. In Multiplayer, it is unlocked at 1,300 points in the Recon class.

QBU-88 - 5.8x42mm
BFBC2-QBU88.jpg
Preston overlooking enemy sentries with the QBU-88 rifle.
Drawing a bead through the QBU's scope.
Reloading while the rest of the squad pushes downhill.
A view of the right side before working the charging handle.
The QBU-88 in the hands of a Bolivian sharpshooter.
Sweetwater briefly uses a QBU-88 at the beginning of No One Gets Left Behind. His hands appear to be misaligned with the rifle.

SV-98

The SV-98 is called the "SV-98 Snaiperskaya" in the game. It has a green finish, with the bipod folded in. It is only found in Multiplayer, unlocked at 6,000 Recon score.

SV-98 - 7.62x54R/7.62x51mm NATO
BFBC2-SV98.jpg
Overlooking the Atacama Desert level with the SV-98.
The view through the PKS-07 optic.
Operating the bolt.
Reloading the box magazine.

SVU Dragunov

The SVU Dragunov is called the "SVU Snaiperskaya Short" in the game. Equipped with a suppressor and PSO-1 scope. It also is only in MP, unlocked at 15,000 Recon points.

SVU - 7.62x54mm R
BFBC2-SVU.jpg
The SVU Dragunov atop a desert rooftop.
Aiming with the SVU's default PSO-1 optic.
Reloading the ten-round SVD magazine.
About to pull the bolt.

VSS Vintorez

The VSS Vintorez, in-game identified as the "VSS Snaiperskaya Special" (rather redundant, as VSS stands for "Vintovka Snaiperskaya Spetsialnaya" or Special Sniper Rifle. Essentially, the game identifies it as a Special Sniper Rifle Sniper Special.) Modeled with 10-round magazine, but carries 20. Fires full auto only, while the real VSS is select-fire. The VSS is the second-to-last unlock in MP, at 26,000 Recon points.

VSS Vintorez - 9x39mm
BFBC2-VSS.jpg
The VSS rifle in-game.
It's PSO-1 features the same rather odd reticle from the first game.
Reloading the Vintorez. Oddly, the cartridge in the magazine appears to be a 5.56mm/.223 round.
About to cycle the action.

Machine Guns

Available to the Medic class.

Heckler & Koch MG36

The Heckler & Koch MG36 returns from the prior game, but only appears in MP as a late Medic unlock at 42,000 points. It's aimed using the Export version's 1.5x reflex sight, usable even without the Red Dot specialization. Using the 4x Scope spec. with this give the default optic some zoom. Before a patch that was released a few months after the game's release this weapon was basically unusable in Hardcore mode, as the sight's aiming dot was bugged (did not show up) in that mode. Apparently, it was accidentally considered a HUD item that shouldn't be displayed (Hardcore features a minimalistic HUD) in that mode.

Heckler & Koch MG36 - 5.56x45mm
BFBC2-MG36.jpg
The MG36 in multiplayer. Note the scope lacks the green lens from the last game.
However, the red sight now lacks magnification by default.
Firing the MG36.
Reloading the C-Mag.
Working the action.

Heckler & Koch XM8 Automatic Rifle

The H&K XM8 Automatic Rifle is called the "XM8 LMG" in the game. Like the MG36, it also uses a Beta C-Mag. The in-game description incorrectly states that this XM8 comes with a built-in scope, when in fact it will only have a scope if one is equipped by the player as an attachment. It unlocks for the Medic class at 42,000 points.

Heckler & Koch XM8 LMG - 5.56x45mm
BFBC2-XM8MG.jpg
The XM8 Automatic Rifle out in the Oasis harbor area.
Reloading with a C-Mag. Note that the actual charging handle tip disappears during the reload animation, oddly.
Pulling the charging handle-less operating rod.
After a few frames, it appears to pop back into place, correctly under tension.

M60

The M60 is called the "M60 LMG" in the game. Has a 100 round belt. Functions as Sweetwater's new signature gun in campaign mode, replacing his original M249. It can be found in the Sangre Del Toro mission, and is unlocked at 25,000 Medic score in Multiplayer. There, it is the most damaging per-shot machine gun for the Medic, but this is offset by its slower fire rate.

M60 - 7.62x51mm
Note that M60 is a medium machine gun, not light machine gun (LMG)
Terrence Sweetwater wielding his M60, alongside Preston Marlowe and and the rest of the squad with XM8/XM320 combos. Note their uniforms are a fictional winter colorization of the three color DCU pattern.
The M60 as seen in the Force Multiplier mission.
The M60's iron sights - all but the front post is blurred out, a nice detail.
Handing a belt box during the reload.
Feeding in the 7.62mm links.
Knocking the top cover shut.
Sweetwater bludgeons an enemy soldier with his M60 after disembarking Flynn's UH-60 in Crack the Sky.

M249 SAW Paratrooper

The M249 SAW Paratrooper is called the "M249 SAW" in the game and only appears in Multiplayer, as the first MG unlock for medics at 3,300 score. It is fed by a 200 round belt and has a higher rate of fire than the Medic class' other MGs (apart from the MG3). As in the previous game, it has an M249-E2 heat shield.

M249 Paratrooper with Picatinny rail and 200-round drum - 5.56x45mm
BFBC2-M249.jpg
Observing a miniature Patriot missile battery with the M249 Para.
The SAW's iron sights.
Replacing the belt box...
...feeding in a new 5.56mm belt...
...and closing the top cover, whose underside appears to be a black void.

MG3

The modernized MG42 rebranded as the MG3 returns from the previous game. It has a 100-round belt and the highest rate of fire of any of the game's machine guns. It can be first acquired in the Heart of Darkness Singleplayer mission, and appears later on the campaign as used by elite-tier Russian troops. They also use the MG3 in Onslaught mode. In Multiplayer, the MG3 is the final Medic unlock, at 52,000 points. A camouflaged version is available with the SPECACT DLC.

MG3 - 7.62x51mm NATO
BFBC2-MG3.jpg
A Russian Army medic armed with the MG3 machine gun on Laguna Presa.
ADS of the MG3.
Blazing away - the brass rather oddly ejects near the front end of the MG, perhaps due to sharing coding from the F2000.
The MG3's reload; it appears to feed 7.62 rounds into a black void.
Closing the top cover.
Patrolling the Atacama shores with the desert-camo MG3 SA.
The temperate colored MG3 SA with an ACOG scope.
Looking at the Navy submarine pens across Nelson Bay with the arctic MG3 SA.

PKM

The PKM from the previous game returns, named here as the "PKM LMG" (the PKM is in fact a general-purpose MG; even the weapon screen description meakes mention of this). This is the starting weapon for the Medic class in multiplayer. It is fed by a 100-round belt.

PKM - 7.62x54mm R
BFBC2-PKM.jpg
The PKM being held.
Aiming.
Unlike most of the other machine guns, the feed tray's internals are fairly modeled on the inside during the reload.
Pulling the charging handle.

QJY-88

The QJY-88 is called the "Type-88 LMG" in the game. Has a 200 round belt. It is the standard LMG used by the Russian forces and South American militia in the campaign. The QJY-88 is unlocked at 8,600 Medic points in Multiplayer.

QJY 88 - 5.8x42mm
BFBC2-QJY88.jpg
Overlooking the Valparaiso coast with the QJY-88.
Aiming the QJY-88.
Reloading a 5.8mm belt.
And racking the charging handle.

Shotguns

Can be used by any class in Multiplayer once unlocked. Their stats can be changed by equipping magazine extensions (which do not visually change the shotgun's model) and/or loaading them with slug rounds, both of which appear in the form as unlockable perks for the player.

Franchi SPAS-12

Called the "SPAS-12 Combat" in the game, the Franchi SPAS-12 is found early on in the Singleplayer mission Heart of Darkness, and is unlocked at Rank 18 (Master Sergeant III) in Multiplayer. The in-game SPAS-12 is operated in pump-action only, and has the same damage statistics as the 870 MCS and NS2000 listed below. Judging by this SPAS-12's barrel length, it is the compact variant, however it incorrectly holds 8 rounds in singleplayer and in multiplayer (when equipped with the "extended magazine tube" perk during the latter). In Multiplayer, the SPAS-12 is a high damaging weapon, allowing players to kill enemies with a single shot at close range, but it has a somwhat lengthy (in the fast-paced gameplay of an FPS) pumping animation that can leave its user vulnerable. However, in any game mode in all platforms, users can cut short the shotgun's cycling animation by rapidly switching to another weapon and back to their shotgun; this is applicable to all of the game's pump-actions, but cannot be done with bolt-action rifles. The SPAS-12's weapon screen description states that "It's been in service for over 37 years"; with the real SPAS-12 having entered service in 1979, this suggests that the game is set after 2016.

Franchi SPAS-12 with short barrel - 12 gauge
BFBC2-SPAS12.jpg
Wary of any Jurassic Park jokes, Marlowe wields the SPAS-12 near where it can be found initially in the Heart of Darkness level.
"Aiming" the SPAS - a zoom-in that doesn't make use of the shotgun's sights. Not that this would've mattered anyway as the SPAS-12's stock in the folded position obsures the sight picture.
Loading up a 12 gauge shell. Filling up the magazine tube on the real SPAS-12 requires the user to push down on the carrier latch button, something that the player character never does.
Pumping the SPAS-12.

Izhmash Saiga 12K

The Saiga 12K from the first game, again incorrectly identified as the 20 gauge Saiga 20K, reappears as the "Saiga 20K Semi". It has a 6-round magazine as standard, which is increased to 12 with the magazine extension perk (oddly, this retains the 6-rounder's model). The Saiga deals less damage than the pump-action shotguns, but makes up for this with a decent rate of fire. This shotgun only appears in Multiplayer, and is used by some Russian engineers in Onslaught mode. The Saiga is unlocked early on at Rank 2, Private II.

Saiga 12K - 12 gauge
Saiga 20K for comparison - 20 gauge
BFBC2-S20.jpg
Inspecting a derelict truck with the Saiga shotgun.
The Saiga's "ADS" state.
The Saiga being reloaded. Note the slightly short green 12 gauge shell.
Running the action.

NeoStead 2000

Called the "Neostead 2000 Combat" in-game, the NeoStead 2000 is the last unlockable pump-action shotgun in Multiplayer. The NeoStead has a low 4-round capacity as standard (a third of the real gun's 12-round capacity), which can be increased to a still-underloaded 8 with the "extended mags" perk. Statistically, it is identical to the SPAS-12 and 870 MCS but comes with two advantages: its users cycle it faster than any of the other pump-action shotguns and it is reloaded two shells at a time (regardless if the player begins reloading with an odd number of shells left). It is a Multiplayer-exclusive weapon, unlocked at Rank 20, First Sergeant II. The NeoStead could be equipped as an improvised "sniper" by pairing it with slug rounds and "Magnum Ammunition" (a damage-boosting perk), granting any class a powerful long-range weapon.

NeoStead 2000 Shotgun - 12 gauge
BFBC2-NS2000.jpg
The NeoStead in the hands of a Russian Engineer, a certified Bad Company oddball classic.
Aiming sans the actual sights.
Palming in twin shotgun shells on a reload. The shells in this reload animation have green hulls.
Working the forward pump-action reveals an untextured black void underneath.

Remington Model 870 MCS

Called the "870 Combat" in the game, the the Remington Model 870 MCS is the first unlockable shotgun in Multiplayer at rank 1, Private I. Like the SPAS-12 and NS2000, the 870 MCS comes with a 4-round tube as standard, which can be doubled to 8 (correct for this model of M870).

Remington 870MCS - 12 gauge
BFBC2-M870.jpg
An American soldier stakes his claim on the enemy patio with the Remington 870.
Aiming in the classic "Battlefield" shotgun style.
Cycling the pump-action.
Loading a shell into the 870 MCS.

TOZ-194

The TOZ-194 is available in the PS3 and PC beta, but only usable in Singleplayer in the full game. This shotgun has a capacity of 8 shots; one more round than its real-life counterpart. A version that fires slugs can also be found in Singleplayer, although fired slugs seem to explode on impact, making it quite useful as an accurate "power weapon". In the game's multiplayer beta, the TOZ-194 would have been available as a usable weapon, but was likely removed due to it having very similar stats to the SPAS-12, NeoStead 200 and M870 MCS.

TOZ-194 - 12 gauge
The TOZ-194 being held. When picked up (either from a weapons box or downed enemy), the shotgun will always have 4 rounds remaining.
As with other shotguns, the iron sights are not used in-game. Pressing the "aim" button simply increases the zoom.
Reloading the TOZ-194 with some green shells.
Pumping the TOZ-194.
Third-person view of the weapon.
The explosive effect of the apparent FRAG-12-loaded TOZ found in the Heart of Darkness mission. It also manages to deform the terrain with little craters.

USAS-12

Called the "USAS-12 Automatic" in the game. The USAS-12 has same magazine capacities as the Saiga, and can be considered a direct upgrade over the latter due to the USAS' full-auto ability. It can occasionally be found on weapon crates in the campaign, and is used by Russian spec-ops soldiers late in the campaign. The USAS is the last unlocked shotgun, at level 21 (First Sergeant III). The USAS-12 is modelled with a 10-round magazine but incorrectly holds 12 in both Singleplayer and Multiplayer. In the latter however, the USAS will hold 6 rounds at a time when not equipped with the "extended shotgun magazine" perk.

USAS-12 - 12 gauge
BFBC2-USAS12.jpg
Breaching into the An-124's cabin in the final mission - to his horror, Marlowe discovers that the crew received complimentary in-flight MG3s.
Aiming the USAS during the plane firefight.
Letting out a burst of 12 gauge.
Marlowe reloads the USAS-12. This is what happens when you unload several 12-round, 12 gauge magazines in rapid succession inside an airplane.
Working the charging handle.

Grenade Launchers

All of the Assault kit assault rifles are paired with underbarrel 40mm launchers. HE rounds are used by default; smoke and buckshot loadings can be unlocked and used instead.

On consoles and in the PC campaign mode, there is an animation for unfolding the launchers' sights. For whatever reason, the UBGLs are treated as a separate weapon in the PC version's Multiplayer, and lack this animation. Switching to the 40mm simply plays the equip animation again, with the sights unfolded. Kobra or ACOG sights will also disappear if equipped while using the grenade launcher, but return when switching back to the parent rifle.

FN GL1

The GL1 is mounted on the FN F2000 Tactical. As with its parent weapon, it has either a black or tan finish depending on the terrain.

FN GL1 40mm grenade launcher mounted to an FN F2000 (5.56x45mm NATO)
Unfolding the GL1's right-side sight.
Observing a destroyed BMD-3 with the F2000/GL1 combo.
"Aiming" the grenade launcher.
Reloading with a 40mm round.

GP-30

The GP-30 grenade launcher is mounted on the AEK-971 and the AN-94.

GP-30 40mm grenade launcher mounted on an AK-74 (5.45x39mm)
Using the GP-30 slung under the AEK-971.
ADS of the GP-30.
It incorrectly reloads with a NATO 40mm round.

Heckler & Koch XM320

The XM320 grenade launcher is mounted on the XM8.

Concept art of the Heckler & Koch XM320 mounted on a Heckler & Koch XM8 - 5.56x45mm & 40x46mm. Note different trigger guard and trigger.
Activating the XM320 involves unfolding its sights.
Marlowe making use of the XM320.
Aiming without actually using the sights that he took the time to unfold.
Reloading after demolishing a tree - an odd frame occurs here, where some sort of cartridge briefly appears before the spent casing falls out.
The actual falling shell is the correct 40mm casing.
Sliding in a new one, then the tube is smacked closed.

M203 Grenade Launcher

The M203 grenade launcher appears in the game mounted on the HK416, M16A4, and AUG A3.

M203 40mm grenade launcher mounted on an M16A4 (5.56x45mm)
The M16 with the M203 activated.
Aiming with the HUD crosshair.
Reloading - while not very visible here, the character uses his right hand to fire the M203.
Using the 416's M203. Its leaf sight seems to be missing the screw at the base.
The HK416's M203 reload.
And lastly, the M203 on the AUG A3 rifle.
Loading up the AUG's M203.

Rocket/Missile Launchers

Launchers are used by the Engineer role in multiplayer. The Carl Gustav is a selectable primary in the campaign.

Carl Gustav M3

The Carl Gustav M3 returns as an Anti-Tank recoilless rifle. In the story, it is used universally by both the South American and Russian forces despite the presence of the RPG-7 on AT/Engineer character models. In multiplayer, it is unlocked at 8,700 score with the Engineer class. Like the RPG-7, it can be used as a guided rocket launcher in combination with the Tracer Dart Gun. It is erroneously referred as the M2 model, which is distinguished from the M3 model by its lack of a carrying handle.

Carl Gustav M3 - 84mm
BFBC2-M2CG.jpg
A Russian Engineer shoulders the Carl Gustav out in the town on Oasis.
The view through the M3's scope.
Reloading the Carl G - removing the spent shell.
Inserting a new, terrifyingly black 84mm warhead.
Closing the Venturi cone. The step of latching the cone is skipped, although it appears to be missing anyway.

M18 Recoilless Rifle

In "Operation Aurora", Japanese soldiers can be seen using the M18 Recoilless Rifle, another idiosyncrasy recycled from Battlefield: 1943. They are unusable by the player.

M18 Recoilless Rifle - 57mm
Closeup of a Japanese soldier equipped with the M18 Recoilless Rifle.

Pansarskott m/86

The Swedish Army version of the M136 AT4, the Pansarskott m/86, appears only in MP as an unlock at 19,000 Engineer score. It has a fictional built-in tracking system, and is thereby not compatible with the Tracer Dart Gun. The reload animation is the player throwing away the launcher and grabbing a new one from his back. This means that the Engineer can carry up to eight AT4s on their back if the extra explosives perk is chosen.

The Pansarskott m/86.
The m/86 in BF:BC2.
A shouldered Pansarskott m/86 in multiplayer.
The view through the fictional scope.
Firing a rocket and aiming it at the wood shed.
Pulling the safety off another m/86 launcher.

RPG-7

The RPG-7 is the standard Anti-Tank Rocket Launcher used by Engineer class in Multiplayer. It is an unguided direct-fire weapon, but it can somehow also be used as a guided rocket launcher using the Tracer Dart Gun. It is fitted with a PGO-7 scope.

RPG-7 - 40mm
BFBC2-RPG7.jpg
The RPG-7 being held.
Aiming with the PGO-7 scope. Compared to Battlefield 2, the reticle is much closer to the real one. However, the position of the boresight mark is too low and too close to the rangefinder, likely so that players won't get confused and use the rangefinder as a crosshair.
Loading a fresh rocket.
Finishing the reload process.
A South American militant uses the RPG-7 in a cutscene late in the story. He also has the Carl Gustav launcher on his back, as its part of the character model.

Explosives

Dynamite

Remote-detonated TNT sticks are available briefly at the end of Operation Aurora.

Dynamite in-game.

"HG-2" Grenade

The same Mills Bomb/M67 frag grenade hybrid that appeared as the "HG-2" in the original Bad Company returns, although it is no longer treated as its own piece of equipment unique to certain kits and is instead usable by all kits (and by default in the campaign). It just has the generic designation of "Frag Grenade" in-game.

M67 fragmentation grenade
No. 36M Mk.I "Mills Bomb" High-Explosive Fragmentation hand grenade
Preston pulls the signature Bad Company smiley pin on the hybrid grenade. This animation plays extremely fast, the pin is just barely visible for a split-second.
The Mills body just in mid-air, it is actually missing the fuse assembly, which is a correct detail. Thrown grenades also leave something of a smoke trail when thrown.
Taking a rather inadvisable gander at a live grenade in the snow.
Sweetwater with an HG-2 in the "Friends Really Against Grenade Spam" video, which was a response to an infamous Modern Warfare 2 PSA video.

M112 C4 Demolition Pack

C4 bundles return from the prior game, and can be found in a few story missions. In MP, they are available to the Assault class if primary weapon other than an assault rifle is selected, and are in the Recon class.

M112 C4 demolition charge
Haggard setting up some M112 charges at the end of the game.

Mk 2 hand grenade

The standard grenade during the mission "Operation Aurora" is the Mk 2 hand grenade.

Mk 2 hand grenade
Taking an Mk 2 hand grenade.
About to remove the pin.

TS-50 Anti-Personnel Mine

The same enlarged TS-50 anti-personnel mine is available to the Engineer kit as the "AT Mine," and is an alternate option to the rocket launchers.

TS-50 anti-personnel mine
The TS-50 in hand and deployed in Multiplayer.

Emplaced Weapons

AT-14 Spriggan

The AT-14 Spriggan (Russian designation 9M133 Kornet) is the standard ATGM for the Russian Army.

AT-14 Spriggan launcher and missile - 152mm
A 9M133 Kornet in the Russian base on Atacama Desert.

Bofors 40mm

Bofors 40mm cannons can be found in the first level.

Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR
The Bofors 40mm in-game.
Left side view.
Another view of the weapon.

BGM-71 TOW

BGM-71 TOWs are used the antitank missile for the US Army. They appear mostly in multiplayer as static emplacements. Some of the Humvees in High Value Target sport TOW turrets. The only usable appearance of the TOW Humvee is on Atacama Desert in the console-only Onslaught mode. It is also usable on the M2A3 Bradley with the "V ALT W" specialization.

BGM-71 TOW mounted on M220 tripod 152mm
The M220 TOW system in the US deployment on Atacama Desert.
Using the TOW launcher.

Browning M1919

The Browning M1919 only (and incorrectly) appears in the first level as a mounted machine gun used by the Japanese.

A variant of the Browning M1919 developed during World War 2, this model is designated the M37, with the ability to feed from either the left or the right of the weapon - 30-06. This example is shown without a tripod, only the pintle mount. This is the MOST likely .30 cal machine gun to be seen firing from armored vehicles.
The Browning M1919 in use.
Increased zoom.
Third-person view of the Browning M1919.

Browning M2

The Browning M2 is mounted on top of the American M1A2 Abrams, in a CROWS system. It only appears on the Abrams; the Bradley appears to use a RWS version of the XM312.

Browning M2HB on vehicle mount - .50 BMG
Promotional image of the M1A2 firing all of its guns.
The Browning M2 as seen in-game.

Bushmaster M242 chaingun

M2A3 Bradleys feature M242 Bushmaster chaingun as their primary armament in multiplayer.

M242 Bushmaster Chain Gun - 25x137mm
A closeup of the Bradley's turret.
The Bushmaster gun as seen from the gunner's view.

FN M240C

The M240C is coaxial mounted on the M1A2 Abrams MBT and usable by the "V ALT W" specialization. It is also present on the M2 Bradley, but not usable as its TOW tubes are used instead with that specialization.

M240C vehicle coaxial-mount version - 7.62x51mm NATO
The exposed M240C as seen on the Bradley.

GAU-8/A Avenger

US Air Force A-10s appear briefly in Bad Company 2, namely at the end of Heavy Metal when Marlowe has to call in airstrikes on an occupied town, and some MP levels such as Arica Harbor. In all instances, they are shown firing their GAU-8/A Avenger cannons.

General Electric GAU-8/A Avenger - 30x173mm
Promotional image of the A-10s firing over Arica Harbor. Note the models have the same textures from Battlefield 2.

GIAT M693

The South African Mi-24 "Super Hind" returns from the previous game, equipped with the GIAT M693.

GIAT F2, chin mounted on Denel Rooivalk - 20x139mm
Business end of the Super Hind's GIAT autocannon.

Gryazev-Shipunov GSh-30-2

Russian Air Force/VVS Su-25 attack jets armed with the Gryazev-Shipunov GSh-30-2 appear rarely on certain MP levels, namely in some of the victory cutscenes for the Russian faction.

Gryazev-Shipunov GSh-30-2 with unfired rounds - 30x165mm
Promotional image of Su-25s and a Mi-28 over the Atacama Desert. The afterburner effect is incorrect as the Su-25 lacks them and is a sub-sonic aircraft.

Kord heavy machine gun

The Kord is mounted on stationary turrets, GAZ-3937 Vodniks, and the Otokar Cobra truck.

Kord heavy machine gun with ammo box - 12.7x108mm
A Kord HMG as seen on the Cobra transport.
Manning the MG.
Firing, which shows the left side cover popping open and spent shells flying out.

M134 Minigun

The M134 Minigun is mounted on UH-60 Black Hawks.

Dillon Aero M134 with flash suppressor - 7.62x51mm
Preston manning a M134 at the start of the Crack the Sky mission.
Looking at Russian positions from behind the M134.
Opening fire with the minigun. It features quite a bit of spool-time, whereas real M134s fire instantaneously.
Front view of Flynn's UH-60 at the end of No One Gets Left Behind. Here it also sports what appears to be SUU-12/A gunpods with Browning machine guns.
A closeup of a M134 on a landed Blawkhawk in Valparaiso.

M167 VADS

The M167 VADS was introduced in a June 8th update, appearing in the multiplayer stats section and added in the Map Pack 4 levels, Atacama Desert Rush and Port Valdez Conquest. A cut "ACV-S" M113 that mounted the VADS was supposed to appear as the US Army's AA vehicle, but the only trace left is a menu entry picture in the game files and in the image for the vehicle perks shortcut upgrade in the game store. USMC F/A-18A Hornets (which carry a M61A1 Vulcan) from Battlefield 2 appear in the story and in some scripted scenarios in Multiplayer.

M167A2 VADS (Vulcan Air Defense System) - 20x102mm HEIT-SD
A VADS atop a portable building at the first firebase on Atacama Desert Rush.
The VADS' left side.
Marlowe watching a Hornet perform an airstrike in High Value Target.

M230 Chain Gun

AH-64 Apaches return as the US Army's attack helicopter, with the M230 Chain Gun as the gunner's main armament.

Hughes/Alliant Techsystems M230 chain gun - 30x113mm B
The M230 under an AH-64.

QLZ-87

The emplaced version of the QLZ-87 was originally found only in the single player game. In an update on the 8th of June, it was added to the multiplayer stats section, and was added to multiplayer proper with the Onslaught DLC, where it appeared on the Atacama Desert and Isla Inocentes maps.

QLZ-87 - 35mm
A QLZ-87 found in the Crack the Sky mission.
Using the QLZ.

PKT

The PKT is coaxial mounted on the T-90 MBT.

PKT machine gun with 250-round ammo drum - 7.62x54mm R

Shipunov 2A42

Russian BMD-3s and the Mil Mi-28N Havoc have Shipunov 2A42 autocannons.

Shipunov 2A42 30mm automatic cannon - 30x165mm
The Shipunov gun on the Mi-28N.
And a look at the BMD-3's autocannon.

Type 97 Aircraft Machine Gun

Japanese Mitsubishi A6M "Zero" fighters are armed with Type 97 aircraft machine guns.

Type 97 aircraft machine gun - 7.7x56mmR
One of the muzzles is seen in the Zero's nose.
The two ends of the Type 97 aircraft machine Guns.

Type 97 light machine gun

The Type 97 light machine gun is mounted in Japanese Type 97 Chi-Ha tanks.

Type 97 light machine gun 7.7x58mm Arisaka
The tank with the mounted Type 97 LMG.

Type 99 20 mm Cannon

The "Zeros" are also armed with two wing-mounted Type 99 cannons.

Type 99 Mark 2 Model 4 - 20x101mmRB
Wyatt looks at a destroyed A6M fighter's Type 99 cannon.

XM307 ACSW

The XM307 ACSW is found mounted on the CAV and a pair are mounted on the Patrol Boat. In an update on the 8th of June, the standalone XM307 has been added to the multiplayer stats section, and has been added to the game in Map Pack 4. In the stats section it is incorrectly named an XM306, but in the killfeed it says XM307 like it should.

XM307 ACSW - 25x59mm HEAB
Getting a look at the XM307 mounted atop the CAV used in the Sangre Del Toro mission.
Later in in that mission, Preston can somehow use it Crysis style during the solo sequence.
Manning a boat-mounted XM307 in multiplayer.

XM312

The XM312 is mounted on Humvees, CAVs, and stationary turrets.

XM312 - .50 BMG
The General Dynamics guns as seen on a CAV during the satellite chase sequence in Crack the Sky.
Preston using a XM312 during the Humvee ride during High Value Target.
Firing the XM312.

ZU-23-2

The ZU-23-2 is used as the standard AA emplacement throughout the game. It mostly appears in the Heavy Metal and High Value Target missions in the campaign, and in several multiplayer levels. The Russian Forces have a BMD-3 with a ZU-23 turret as their unique AA vehicle in a few scenarios.

ZU-23-2 - 23x152mm
A ZU-23 turret in the Atacama Desert map.
Firing a burst from the ZU-23.

Other

Colt M4A1

The M4A1 Carbine is seen being held by the soldier on the box art and in the main menu background, but is not in the game.

Colt M4A1 Carbine with M68 Aimpoint reflex optic and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm
BFBC2.jpg

Orion Flare Gun

A 12 gauge Orion Flare Gun is worn by the Russian Recon class, though, it is unusable in gameplay.

Orion flare gun - 12 gauge
Render of the Russian Army Recon class, flare gun present on chest.

Battlefield: Bad Company 2: Vietnam

Handguns

Colt M1911A1

The M1911A1 makes a return in the expansion. Performs exactly as in the original game.

M1911A1 - .45 ACP
Stats of the M1911A1.
The M1911A1 in game.
Aiming the pistol.
Reloading. Inserting a fresh magazine.
Racking the slide.

TT-33

The Tokarev TT-33 Pistol is the second available sidearm in the expansion. It incorrectly holds 12 rounds and has the same stats as the Beretta M9 in the base game.

Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.
Stats of the TT-33.
The Tokarev in the hands of a NVA soldier in "Operation Hastings."
Aiming. Note the uncocked hammer and the front sight post is rather high.
Reloading the TT-33 with an empty magazine. Note the awkward weapon proportions in which it appears to be oversized.
Reloading. Pulling the slide back.

Submachine Guns

IMI Uzi

The Uzi makes a return in the expansion. This time it appears without a suppressor.

IMI Uzi - 9x19mm
Uzi stat card.
The IMI Uzi in Vietnam, fresh out of the Six-Day War. Note the closed bolt.
Finally some aligned iron sights! Too bad they are the rather infamously cluttered Uzi sights though.
Firing, showing off the cycling action and ejecting casings.
Sliding in a fresh magazine into the Uzi. The gun's selector appears to be set to semi-auto, despite being shown as firing otherwise.

Ingram MAC-10

The MAC-10 appears as "M10" in the game and has a unrealistic 40-round magazine capacity, due to it being a re-skin of the PP2000 from the base game. It also incorrectly fires from a closed bolt.

Ingram MAC-10 - 9x19mm
MAC-10 stat page entry.
An American engineer takes in the scenery, armed with a MAC.
He is also lacking in the sight alignment department. Not that it really matters with an Ingram. Note the kill marks and peace sign etched into the backplate.
Reloading the stick magazine. As it reuses the PP2000's animations, it's still dumped out by a non-existent button release. Like with the Uzi above, the MAC-10's selector is oddly set to semi-automatic.

M1928A1 Thompson

The M1928A1 Thompson is also present as an all kit, WWII vintage weapon in the game. It functions the same as well, save for looking a little worse-for-wear.

M1928A1 Thompson with 30-round magazine - .45 ACP. This specimen has the sling swivel relocated to the top of the stock, a modification often made to Thompsons in British service.
An American soldier patrols through "Cao Son Temple" with his M1928A1.
Aiming the Thompson.
Like in the base game, the Thompson's reload animation has the bolt pulled back and a casing incorrectly ejected.
Attempting to rock in the magazine, AK-style. Note the strangely pointed bullets in the magazine's rounds; a feature present in both the base game and origin game's M1928A1.

PPSh-41

The PPSh-41 is available to the Engineer class. Called "PPSh" in the game. Despite being modeled with a 71-round drum magazine, the in-game weapon is a re-skin of the UMP45 from the base game, and thus has a paltry 25-round magazine capacity and slow rate of fire, but deals a decent amount of damage per shot.

PPSh-41 - 7.62x25mm Tokarev
PPSh-41 stats entry. Note the missing magazine release lever. It is also incorrectly referred to as a machine pistol.
An NVA engineer guards the battered ensign of North Vietnam, PPSh-41 in hand.
He's yet to figure out aligning the iron sights.
And how to depict cartridges in the underloaded drum. He's still on the winning side though. Note the bolt is also closed, and the mag release is AWOL.

Assault Rifles / Battle Rifles

AK-47

The AK-47 appears in the expansion as an other usable assault rifle. It is very popular in the game due to its high damage and moderate accuracy. The model appears to be derived from the AK that appears in Medal of Honor (2010)'s multiplayer.

Izhmash AK-47 - 7.62x39mm
AK-47 stat card. Note that the cloth wrapped around the receiver would cause issues with the charging-handle's reciprocation and covers the safety lever.
The AK-47 in game. It is a bit of a hybrid model, using the AKM's stamped reciever and style of rear trunnion.
As with many games, the sight picture is a bit misaligned - the front post is too high.
Reloading the AK with some actual cartridges (that suspiciously look like .223 Rem. rounds). Note the hammer and sickle icon.

Colt Model 715

The Colt Model 715 is issued to the Assault Kit. It can be identified by the brass deflector and modern forward assist. It has been modeled with a three prong flash hider and a triangular handguard. A similar configuration can be seen in the film Operation Dumbo Drop. It is called M16A1 in-game. Has the highest rate of fire but the slowest reload animation among the assault rifles (though the charging handle animation can be canceled). It also has a 30-round capacity despite being modeled with a Vietnam-era 20-round magazine.

Colt Model 715 - 5.56x45mm
M16A1 with 20 round magazine for comparison - 5.56x45mm
The "M16A1" stat entry. It's missing bayonet lugs on the front sight.
The "M16A1" in the central hill of "Vantage Point."
Aiming the M16. Unlike the base game, the Vietnam expansion does not blur out the area of a sight picture that should be out of focus.
Reloading the 20-rounder magazine that holds 30 by game magic.
Pulling the charging handle. Note the dust cover is actually permanently down, unlike the base game's AR derivatives.

M1 Garand

The bonus WWII-era M1 Garand from the base game is also available in the Vietnam expansion. It is an all kit weapon and functions much the same.

M1 Garand with leather M1917 sling - .30-06
The M1 Garand in the marketplace in "Cao Son Temple."
Per most games, the rear sight aperture is more of a ghost ring to reduce clutter. Note the "CAL 30MM" rollmarks!
Ejecting a spent clip. Note that it weirdly is always shown with two unfired rounds in it, whether it is being loaded into the rifle or ejected on a reload.
Pushing in a new en-bloc clip of only two rounds.
The bolt handle is given a tap and drives home.

M14

Dubbed an assault rifle in-game, the M14 is fully automatic in the expansion, it has the highest damage but the slow rate of fire and a 20-round magazine. Referred to as "M14 Assault".

M14 - 7.62x51mm NATO
Stat page of the M14.
A GI with an M14 in "Hill 137."
ADS of the rifle.
Reloading the box magazine.

Sniper Rifles

M21

The M21 sniper rifle is modeled with a 20-round magazine but holds only 10 bullets. It is identical to the SVD Dragunov in stats.

M21 Sniper Rifle - 7.62x51mm NATO
Stats of the M21 rifle.
Patrolling the US base in "Phu Bai Valley." Note the scope has a modern RIS mount.
Looking at the sky though the M21's scope.
Reloading the under-loaded magazine.

M40 Sniper Rifle

The M40 Sniper Rifle is the most powerful non-explosive weapon in the game capable of killing anyone in one shot to the head or chest. Its only drawback is the 5-round capacity and slow (bolt-action) rate of fire. The rifle is incorrectly portrayed with a 5-round detachable box magazine instead of the internal magazine; this is because it is another weapon model shared between Bad Company 2: Vietnam and Medal of Honor (2010), specifically the M24 in MoH's multiplayer.

M40 - 7.62x51mm NATO
M24 with 10-round detachable magazine - 7.62x51mm NATO
The M40's stats.
The "M40" Sniper Rifle out on "Operation Hastings."
The rifle's scope reticle.
Working the action. A spent casing is never present.
Note the magazine seems to be a smushed model of the M21's seen below.

NDM-86

The NDM-86 is used by the Recon class. Holds 10 rounds and has a stronger default scope than any other sniper rifle in the game. It is incorrectly identified as a SVD in-game when in-fact it is a NDM-86, a .308 version made in China, using straight magazines. This particular model would be anachronistic, and was probably shared from Medal of Honor (2010)'s multiplayer.

NDM-86 - .308 Winchester/7.62x51mm NATO
Stats of the "SVD".
The NDM-86 in game.
Aiming through the PSO-1 scope.
Reloading. The magazine has cartridges modeled in it, though they are a bit low.

Shotgun

Remington Model 870

The Remington Model 870 appears as the only usable shotgun in the expansion. Like in the base game, the Remington is named the "870 Combat" while also (anachronistically) reusing the MCS' HUD icon, and its tube holds an underloaded 4 rounds (that can be raised to 8). The Model 870 here is modelled after the USMC-configured version, but features a different forend shape. Statistically, the Remington does even higher damage at close range than the base game's 870 MCS.

Remington 870 in USMC configuration - 12 gauge
Remington Model 870 Police Magnum Riot Shotgun - 12 gauge
The weapon screen stats of the Remington 870. Like its HUD icon, the base game 870 MCS' description has been reused.
A US grunt looks for signs of enemy activity, 870 in hand.
"Aiming" the shotgun.
Reloading the magazine tube. Note the "Kill 'em all" writing on the receiver.
Working the pump action.

Machine Guns

M60

The M60 is available to the medic class, and differs only cosmetically from the version found in the base game.

M60 machine gun with bipod folded - 7.62x51mm NATO
M60 stat entry.
A US medic holds his camouflaged M60.
Looking down the iron sights.
Reloading the M60's belt box.
Smacking the receiver cover closed.

M60D

Two M60D machine guns are mounted on every UH-1 "Huey" helicopter. It is modeled with the lower handguard of the normal M60.

M60D - 7.62x51mm NATO
The M60D Machine Gun on the M23 Armament Subsystem
Right side view of the M60D.
View of the left side.
Manning the M60D.

RPK

The RPK appears with an incorrect 100-round drum mag (should hold 75 rounds) in the expansion. It has the fastest reload time among the light machine guns. Likely due to reused code from the base game's MG36 or XM8AR, spent brass is seen ejecting to the left side, right through the receiver cover instead of through the ejection port. Due to a bug, the rear sight and bipod are missing on the first person model except during its reload animation.

RPK - 7.62x39mm
The RPK's stat entry. Note the cloth straps around the receiver, the rear one of which blocks the charging handle slot.
The RPK in first-person; as with a lot of video game RPKs, the model is the same as the base AK-47 with a longer barrel and appropriate stock. Incidentally, this makes it resemble the TUL-1, a North Vietnamese-made RPK pseudo-copy based on the Type 56 assault rifle, in an absolutely marvelous example of "right for the wrong reasons".
Aiming the RPK, without even a rear sight present.
Changing out the RPK's drum magazine. Note the reappearance of the bipod and rear sight.
Finishing off the reload by yanking the charging handle. Straight through the aforementioned cloth strap, in fact.

Stoner 63

The Stoner 63 in the Commando (or Mark 23) configuration is called the "XM22" in the game. The designation is technically incorrect, since XM22 designates the Stoner 63 in the rifle configuration. It feeds from a 100-round belt box that holds 200-round in gameplay. Possibly in order to fit the animations of the M249 from the base game, the Stoner has the Mk. 23 horizontally mounted belt box, but feeds from the left side instead of the right, and retains the Stoner's original side-mounted charging handle instead of the underbarrel one. It also lacks the belt cover that would be attached to the Mk. 23's box holder.

Stoner 63 - 5.56x45mm
Stat entry of the Stoner 63.
The Stoner 63 in-game.
Aiming; the rear sight seems to be missing its rear aperture.
Reloading the Stoner 63.
Closing the top cover.
Pulling the charging handle.

Browning M1919

The Browning M1919 is seen mounted on American M151A1 MUTT jeeps & River Patrol Boats.

Browning M1919 on M2 tripod - .30-06
Twin mount Browning M1919 similar to the ones on River Patrol Boats.
Holding down a US shoreside base with the M151-mounted Browning. Note the surf boards.
The dual boat Brownings.
Manning the PBR's M1919s.
The PBR's rear mounted machine gun.
Using the stern M1919 fitted with an AA sight.

Browning M2

The Browning M2 appears to be the mounted HMG on the M48 Patton Tank.

Browning M2HB on vehicle mount - .50 BMG
Browning M2 mounted on M48 Patton.
An close up view of the commander's cupola and the M2 Browning on a real M48 Patton.
A picture of the in-game M48 Patton where we can clearly see the mounted the M2 Browning.
The Browning M2 as seen outside of the tank.
Operating the secondary machine gun seat.

MG 34

The MG 34 is mounted on NVA T54 tanks and GAZ69 trucks. Its use by the Communist Vietnamese forces is actually historically accurate, as they received MG 34s from the USSR and China as aid, and the French also brought many examples into the country during Vietnam's prior war for independence.

MG 34 - 7.92x57mm Mauser
World view of the GAZ69's MG 34. Note the bolt handle is locked back, and the brown pistol grip.
the MG 34 in first person use. The odd rear sight off the MG 42/MG3 and belt box indicate it was probably modeled from the base game's MG3.

Launchers

M79 Grenade Launcher

The M79 grenade launcher is issued as a gadget to the Assault kit. It is the Vietnam expansion's equivalent of the underbarrel 40mm grenade launchers from the base game. The M79 in-game is decked out in a tiger-stripe paint scheme as seen on a different M79 in Apocalypse Now. Erroneously, the launcher's reload animation doesn't involve removing the spent 40mm casing, making the weapon's grenades appear to be caseless.

M79 grenade launcher - 40x46mm
Stats of the M79 grenade launcher.
Equipping the M79. The soldier unfolds the rear sight.
The M79 has a spiraling tiger stripe pattern on it, featured in the original Battlefield: Vietnam, and an obvious homage to Apocalypse Now.
Aiming the grenade launcher.
Opening up the breech.
Sending in a new 40mm round with no regard to the case from the previously fired grenade.

RPG-7

In Battlefield: Bad Company 2: Vietnam, the RPG-7 is issued to the Engineer kit. It now features its standard iron sights but is otherwise similar to the RPG-7 from the base game.

RPG-7 - 40mm
This NVA engineer has taken good care of his RPG, watering it everday to keep its leaves nice and healthy.
Looking down the iron sights.
Reloading a new warhead.

Miscellaneous

M9-2 Flamethrower

The M9-2 is a powerful weapon issued to all kits. It has a limited amount of fuel (300 "rounds"), but this allows a continuous spray of fire until it runs out. It doesn't have a reload animation. Any spare gas will be instantly loaded if the reload button is pressed.

M9 Flamethrower tanks with the M2 Flamethrower wand giving it the M9-2 designation
Stats of the M9-2 flamethrower. Note: the pressure bottle appears to be missing, likely to be an error by the developers
The M2 wick in game.
Burning out some shrubbery.

TS-50 mine

The same scaled-up TS-50 anti-personnel mine from the base game is available to the Engineer class as an alternative to the RPG-7 and serves as an anti-vehicle mine.

TS-50 anti-personnel mine
The "AT Mine" in hand and deployed in the dirt.

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