Official Cover Art
||November 19, 2021
Xbox Series X
Battlefield 2042 is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is the twelfth main entry in EA's large-scale Battlefield FPS series, and is the first entry to take place in a modern/near future setting since 2013's Battlefield 4.
A direct sequel to Battlefield 4, the game is set in the year 2042 and features the United States and Russia as Earth's last two superpowers, after environmental disasters, economic crises, rising sea levels, and resource shortages plunged the world into chaos. As the world recovers from a decade of crises, the two nations use former military personnel from refugee groups, who call themselves "Non-Patriated", in Task Forces to fight each other in proxy wars for control of the new world that has emerged. These refugees are distrustful of the governments that exiled them and refused them safety in the previous years of hardship, but must choose a side to fight for their future.
All-Out Warfare is the regular mode similar to the multiplayer of previous Battlefield titles, featuring maps set in worldwide locations like Egypt, Singapore, Seoul, Antarctica, and French Guiana with extreme weather events like sandstorms and tornadoes rolling in mid-match to affect the flow of gameplay.
Portal mode allows use of remastered maps, weapons, vehicles, gadgets, classes, TTK values, movement and factions from older Battlefield games, namely Battlefield 1942, Battlefield: Bad Company 2 and Battlefield 3, along with those from the rest of the game. Creation of custom "Portal" servers using remastered content is done via a web-based service, which allows players to customise rules and settings (including the use of new 2042 content) in order to create a properly unique Battlefield experience. New content is planned to be added Portal mode in future updates. As of the Season 2 update in August 2022, Portal weapons will be made available in the 2042 era via assignments, starting with the M16 and M60E4.
The following weapons appear in the video game Battlefield 2042:
Battlefield 2042 foregoes the class system of all previous Battlefield games, instead using a system called "Specialists", who each have their own unique active and passive abilities, though they are still grouped into four different categories named after the previous games' classes based on their abilities (this is merely descriptive and does not affect gameplay). The rest of their loadout, including primary weapons and gadgets, is fully customizable, allowing players more freedom in their loadouts. There are 10 specialists at launch, each with unique abilities. Generic AI soldiers of the United States and Russian factions appear in certain modes, and they appear to be based around the traditional classes such as having a regular assault rifleman, rocket-demolitions kit, support gunners, and marksmen types.
The returning factions in the Portal mode still use the old class system, with the precise classes available depending on their original game.
Both the base 2042 modes and Portal weapons have initial spawn/equip animations, a feature new to the series (sans some irregular appearances such as the M1 Garand in Battlefield V).
A new “attachment plus” system allows weapons to be customised during gameplay, akin to the Crysis series or Warface.
The Glock 18 appears in the game as the "G57", implying that 9 new models come out after the Glock 48 in the coming years. It is depicted as a fourth generation model, which isn't currently known to exist on factory Glock 18 pistols, though Khyber Pass copies of the Glock 18C variant do exist in Gen 4. The frame is fitted with a futurized Recover Tactical RC12 rail adapter.
Its alternate fire mode is three-round burst, as opposed to the real G18's full-auto. In the pre-Alpha build of the game it incorrectly held 16+1 rounds instead of 17+1; while this was likely a simple oversight (setting it to hold "17 rounds", not unlike the CZ 75 from Battlefield 4 before it was corrected), the Beta and final game double down on this error by lowering the ammo count to 14+1, with options for a 15-round subsonic, 20-round extended stick magazine, or a 30-round drum magazine. When entirely out of ammo, the slide will remain locked back.
Glock 18 (3rd Generation) - 9x19mm Parabellum
Glock 17 (4th Generation), for comparison - 9x19mm Parabellum
The Glock 18 in the loadout menu. Note the two-stage guide rod, the enlarged magazine release and the grip texture; these elements coupled with the square slide edges, the finger grooves and the non-ambidextrous slide release (the latter evidenced when reloading) indicate that it is a Gen 4 Glock configuration.
Boris wielding the Glock out in the scenic park in the park of the Songdo district on the "Kaleidoscope" level.
Aiming reveals the G57 has three-dot type sights rather than the classic illuminated notch.
A Beta screenshot of the G18's tacticool reload. The extended magazines reload in a more typical style.
About to flick out at empty magazine from the Glock. This angle shows that the slide release is indeed non-ambidextrous.
Sliding in another mag. As with previous iterations, the slide still has a full set of serrations.
The Kel-Tec P50 was added in Season 2: Master of Arms, as the "PF51"; this makes 2042 the weapon's first known media appearance. Being (presumably) a fictional future variant, the PF51 is select-fire, unlike the semi-auto-only P50. It is marked as being made by "Gunther Firearms" and is apparently of German origin.
Opening the top cover, revealing an opaque P90 magazine.
Removing the magazine. When empty, it correctly shows no bullets.
Racking the AR-like charging handle.
SIG-Sauer P320 (in Flux Defense MP17 chassis)
A SIG-Sauer P320 in a Flux Defense MP17 chassis appears as the "MP28". In the game's universe, the P320 pistol itself is called "M28" (as seen in the loadout menu description), in a reference to the M17 and M18 variants. As with the DSR-1 sniper rifle, the MP17 features a reserve magazine in its foregrip that is used during the first reload. The slot is unused if the drum magazine attachment is equipped.
SIG-Sauer P320-M17 in Flux Defense MP17 chassis - 9x19mm Parabellum
The P320 in its aftermarket pistol carbine conversion. This MP17 configuration sports a pistol brace rather than a stock, and the default sight is a Trijicon RMR.
Drawing the P320+MP17 - here, the brace pops out.
Wielding the MP17 as Wyatt inside a CNES building.
Using the default bronze RMR sight.
Previewing the converted pistol. The spare magazine is already in use here.
Removing said backup magazine...
Reloading the MP17 from empty.
Thumbing the slide release.
Taurus Raging Hunter
A Taurus Raging Hunter revolver appears as the "M44" (actually a different Taurus revolver entirely that was the ".44 Magnum" in prior titles); it operates exclusively in single-action, with the player manually cocking the hammer between each shot. The hammer is cocked upon first drawing the weapon, and will subsequently remain cocked when holstered. Recocking the hammer cannot be skipped by swapping weapons (much like rechambering pump/bolt action weapons) - though once an entire cylinder is spent, the hammer is erroneously cocked at the start of a reload (this locks the cylinder in place). Much like the G57's slide staying locked back when entirely out of spare ammo, the hammer will remain down until more ammo is obtained. Unfired rounds are retained when reloading, with casings simply dumped out of the cylinder after catching the unfired rounds, then a speedloader is used; due to this, the empty reload is actually faster than partial reloads as it skips that step.
On launch, it was inexplicably portrayed as having a 5+1 capacity; this was claimed to have been fixed in the 2nd December patch, but in fact was not.
Taurus Raging Hunter with 8" barrel - .44 Magnum
A preview of the Taurus in the loadout screen.
Rao out with the Taurus Raging Hunter in Kourou.
Aiming the revolver at the space center.
Thumbing the hammer after firing a shot. This also occurs when initially drawing the Taurus.
Opening up the cylinder with the hammer still cocked.
Here, Rao shakes out the unfired half of the rounds.
Then manually ejects the expanded, fired casings.
Speed-loading six more .44 rounds before flinging the cylinder shut.
Admiring the Raging Hunter.
Brügger & Thomet MP9-N
A Brügger & Thomet MP9-N with a TP9-style underbarrel rail appears under the "MP9" moniker. It fires at 900 RPM, which makes it the second fastest SMG, beaten only by the Vector. At first, it is equipped with a 20-round magazine, with options for a 15-rounder, a 30-round extended magazine, or a 50-round drum magazine.
Brügger & Thomet MP9-N with Aimpoint Micro TL sight - 9x19mmm
Brügger & Thomet TP9-US - 9x19mm
The MP9 in the Weapons menu.
The MP9-N in Falck's doctor-gloved hands in an office on Brani Island.
Aiming with the MP9's standard irons.
Reloading the short default magazine.
Turning it over to watch the bolt drop from empty.
The 2nd generation KRISS Vector appears as the "K30", seemingly alluding to it being a successor to the KRISS K10 prototype that previously appeared in Battlefield Hardline. Despite functioning like a full-auto Vector SMG, the beta version was modeled after the civilian SBR variant, as it lacked a select-fire lever. The retail release changed this by adding full-auto and burst pictograms to the safety at the rear, but this is incorrect, as the fire selector (Semi/Burst/Auto) of the real Vector SMG is separate from the safety. The resulting selector (depicted as Safe/Burst/Auto) seems to reflect the fact that the weapon can only be used in full-auto or two-round burst during gameplay, but not semi-auto.
It uses 20-round magazines by default (implied to be .45 ACP) as well as 40-round extended mags (possibly in 9mm), with an option for a 20-round subsonic and a 50-round drum magazine, and is fitted with Diamondhead's Diamond Integrated Sighting System flip up sights.
AI US Command troops can be seen with the Vector in gameplay.
KRISS USA Gen II Vector SBR - .45 ACP / 9x19mm Parabellum. This is the 2017 model, which comes with an integrated AR stock adaptor and a KRISS DS150 stock.
The KRISS Vector in the reveal trailer.
Reloading a water covered Vector in the beta.
Charging the Vector in a car full of Mackays.
Previewing the retail model of the "K30" in the Weapons menu. Note the fire selector.
The KRISS Vector in idle inside the rocket hangar at the Guiana Space Center.
Aiming with the distinct diamond sights.
The Attachments+ view of the Vector.
Actuating the Vector's mag release.
Sliding in a new short 20-rounder.
Rather dramatically pulling the charging handle.
The LWRC SMG-45 first appeared under the name "PBX-9", and as of the first public test is instead named "PBX-45". Markings on the side read "9MM|45 ACP", and it can indeed be swapped between 9mm in 30 and 45 round magazines or .45 ACP in 20-rounders. It is fitted with stylized Magpul MBUS PRO Steel Sights and its stock appears to use the bronze finish of the early models.
A secret, M1 Garand inspired reload involves the stick magazine being pushed down through the top of the weapon, clipping through it into the magazine well.
The LWRC SMG-45 in the loadout menu.
When equipping the SMG-45, the character pulls the charging handle.
Closeup view of the SMG-45 in the Plus menu.
Tactically reloading the huge magazines.
Pressing the bolt release.
The SMG-45 as seen with a suppressor and Leupold HAMR style-sight in the trailer.
Later on, it appears with a vertical grip and a reflex sight instead.
A PP-19 Bizon-2 modified with a custom forend, a top rail and a Zenit stock appears as the "PP-29". It can equip its standard 64-round helical magazine, or use high-power and subsonic 53-round magazines.
It is the default SMG for the Russian AI faction in gameplay.
PP-19 Bizon-2 - 9x18mm Makarov
The futurized Bizon-2 in the loadout preview.
Irish holds a Bizon inside the local cardboard box stockpiling shed.
Aiming with the rather basic iron sights.
Trigger-finger flicking out the helical magazine when empty.
Charging the PP-19 with the fairly standard modern underhanded method.
Crye Precision SIX12
A Crye Precision SIX12 can be mounted as an underbarrel option to the AK-12, MCX Spear, Sako TRG, and LWAMG. It is named the "Masterkey" in reference to the Knight's Armament Masterkey.
Crye Precision SIX12 - 12 gauge
The SIX12 in the weapon customization menu.
The SIX12 shotgun mounted on an AK-12.
Removing the cylinder full of shotgun shells.
Remington 870 MCS
The Remington 870 MCS appears as the "MCS-880", fitted with an M4 stock adaptor, a combination M-LOK and smart rail pump, and Mossberg 590A1-style ghost ring sights. Its tube magazine cannot be extended, but can handle buckshot, flechette, and slug shells, and can also equip a foregrip to be attached at the pump.
Remington 870 MCS - 12 gauge
Remington 870 with ghost ring sights - 12 gauge
The 870 in the loadout menu. Note the Magpul CTR stock and Hogue OverMolded rubber pistol grip.
The Remington 870 MCS in game.
ADS view of the ghost ring sights.
Pumping the shotgun. Like in Modern Warfare (2019)
, the shell is correctly with a blown out crimp after being fired.
Inserting new shells. Shells are color-coded depending on the type. Buckshots are red.
A Remington 870-equipped soldier stacks up in the trailer.
A Saiga 12 with full-auto capability and customized by Hatcher Gun Company appears as the "12M Auto". By default, it comes with an 8-round buckshot magazine - it can accept 5-round flechettes, 8-round slugs, 12-round buckshot stick mags, and a 20-round buckshot drum. AI Russian close-quarters troops use the Saiga 12.
Hatcher Gun Company Saiga 12 - 12 gauge
The game model of the HGC-modified Saiga 12.
Inside a desolate warehouse with the Saiga.
Aiming with the flip-up sights.
Dumping out an empty 12-guage magazine. The bolt automatically locks back when empty, similar to the Vepr-12
Pulling the added round charging handle
Rifles / Carbines
The "AC-42" is a futuristic bullpup assault rifle taking visual cues from the Thales F90MBR and the IWI Tavor series. Curiously, its in-game description notes that it's a newly-developed Russian rifle. While this is odd given the F90's Austrian/Australian origin, it does explain the Russian-style naming convention; "A" for "Avtomat", "C" for the designer's name, a dash, and "(20)42" for the year of introduction.
At 1,200 RPM, the AC-42 is the fastest-firing assault rifle, but is locked to semi-auto and burst fire modes only. By default it starts with a 30 round magazine, with options for a 40-round magazine, and 20 round subsonic and high power option.
Thales F90MBR - 5.56x45mm NATO
IWI Tavor SAR with Manticore Arms furniture - .223 Remington
A clear view of the AC-42 in the Weapons menu.
A chamber check is performed during the deployment animation.
Closeup view in the Plus menu. "5.45x39" can be seen inscribed on the bolt.
Tossing an empty magazine and inserting one at the same time, with some serious clipping of the magazine with the operator's glove.
Racking the charging handle.
The 2018 production version of the AK-12 appears as the "AK-24". It was first seen in the reveal trailer, fitted with an olive drab handguard, stock, and polymer magazine, as well as various attachments, including an OKP-7 sight.
Holding 30 rounds by default, it can also be equipped with "High-Power" ammo in 20-round mags; these magazines share the same model as the 30-rounders, but in a black finish instead of tan, as well as a 40-round extended magazine, and an underloaded 50 round drum magazine. Regular Russian AI infantry soldiers use the AK-12 as their standard rifle in the 2042-era.
Accurate to the real AK-12, it can switch between full-auto, semi-auto, and also a two-round burst. Equipping the "Target 8T 4.25-1.25x" canted optics changes the AK's chambering style when empty.
AK-12 - 5.45x39mm. This is the first mass-production version, unveiled in 2017 and adopted for service in 2018.
The AK-12 in the loadout menu. The OD green furniture seen in the reveal trailer has been replaced with tan furniture.
The AK-12 in Angel's hands in Antarctica in the released game, now held in a more typical fashion.
Closeup view of the AK-12 in the Plus menu.
Iron sights of the AK-12.
Performing a tactical reload with the box magazine.
Removing an empty magazine using the thumb technique.
Doing the underhand reload technique.
The AK-12 in the Beta, when it was held with a high angle C-clamp grip.
Aiming shows the thumb moved aside to open the sight picture.
A closeup of the AK-12 in the trailer - the magazine appears to be a bit mispositioned here, the safety is engaged, and the bolt is halfway out of battery. As with some other weapons in the game, the rail segments are non-standard.
Another shot of the AK-12.
The AK-24 with RPK-16
drum magazine, 1P78 Kashtan scope, bipod, and extended barrel.
Removing the drum magazine from a tactical reload.
When empty, the old drum is kicked out with the new one. It's not pictured here, but the player character is somehow able to perform an underhand boltpull with the drum magazine equipped.
The AM-17 is featured in Season 2: Master of Arms, as the "AM40", described as a hybrid of an assault rifle and an SMG (carbine), similar to an AKS-74u. By default, it uses High-Power ammo loaded in AK-12 magazines (presumably 7.62x39mm, which would be unlikely for an actual AM-17, as it was only released for 5.45), with options from the base AK-12 available as well (extended High Power, regular 5.45, and a drum magazine).
The AM-17 in the drained Panamanian lake of Gatun.
Inspecting the AM-17 in the Plus menu.
Removing the AK-12 magazine.
About to tug the charging handle.
Daniel Defense DDM4 V7 PRO
A Daniel Defense DDM4 V7 PRO with a Strike Switch safety lever, dark earth Raptor charging handle and earlier DDM4 V7 trigger appears as a semi-auto marksman type weapon. Originally named the "4V9" in the reveal trailer, by the EA Play trailer it had been renamed to "DM7", a name it retains in the final game. Curiously, its description states that it has a 16" barrel (like the original DDM4 V7), even though the in-game model clearly has the PRO variant's 18" barrel. Nevertheless, it has two suppressor options affixed to a 16" barrel.
For non-empty reloads, the player character flips on the safety before swapping mags, then disengages it after. Initially in the Portal game modes trailer, it used 12-round magazines, but this has been changed to 15-round magazines, with options for a 20-round magazine (using the DD 32-round mag with a Magpul), as well as subsonic, and high power and armor piercing that use flush 10-round magazines.
US Command AI marksmen use the DDM4 V7 PRO as their standard DMR.
Daniel Defense DDM4 V7 PRO - 5.56x45mm NATO
A generic US Command soldier is armed with the DDM4 V7 in the foreground. Note the Strike Switch safety lever and 10 round magazine.
Brass-checking the DDM4 upon spawning.
A standard DDM4 in the hands of Kimble "Irish" Graves.
Aiming down the stock iron sights used by a few weapons ingame.
Inserting a new magazine, holding the old and the new mag in one hand.
Loading the new magazine.
After shooting all fifteen rounds, the specialist pushes the magazine release and lets the empty magazine fall free.
Loading a new, full magazine.
Pressing the bolt release.
Viewing a customized M4 V7 with the DD magazine - note the safety is on here. Equipping a camouflage finish removes the random pressure pad bits on the handguard; this also occurs with the SCAR-H and SVCh.
FN SCAR-H CQC
The FN SCAR-H CQC appears as the "SFAR-M GL" (which presumably stands for Special Forces Combat Assault Rifle - Modern, as opposed to Special Forces Combat Assault Rifle - Heavy). It has the underbarrel EGLM grenade launcher for the SCAR-H permanently attached, and cannot swap it out for other underbarrel attachments.
It starts with its standard 7.62 20-round magazine, and can be swapped for a 30-round magazine (SCAR-L, 5.56x45 - albeit uses the same 20-rounder model), 20 rounds of armor piercing, or a 50-round drum magazine. The Long Barrel customization turns it into the STD variant.
FN SCAR-H CQC with FN MK 13 EGLM - 7.62x51mm NATO & 40x46mm
Third Generation FN SCAR-H STD - 7.62x51mm NATO
An FN SCAR-H as seen in the trailer, with two-tone receivers and a rail cover. The magazine also appears to be a bit mispositioned here, and there are two visible front sights attached to the gas block, one flipped up, the other down. Note that it lacks an EGLM grenade launcher, a configuration not possible in the final game.
A preview of the 2042-era SCAR.
Engel with the SCAR-H + EGLM in a sandblasted villa in Doha.
Aiming with the SCAR's standard iron sights.
In an inversion to most of the other 2042-era rifles, the SCAR's mid-magazine reload is fairly standard.
However, when empty, the user chamber-checks the SCAR...
...grabs a new mag first...
...and swaps the old one for it.
Pulling the SCAR's bolt back into battery.
Irish observes a dirt devil with the standard-length SCAR-H.
The Kel-Tec CMR-30 appears as the "VCAR"; notably, 2042 marks the carbine's first known media appearance. It is classified as a marksman rifle in-game, filling a similar role to the pistol-caliber carbines in BFV. It features a rather long extended magazine by default; curiously, this only holds 20 rounds of standard or subsonic ammunition (with options for 25- or 30-round magazines of "close combat" ammo, or a 40-round drum filled with the same) - this is in stark contrast to the real weapon, whose default flush-fitting magazines hold 30 rounds of .22 Magnum (hence the name). Markings on the right side of the "VCAR" indicate it is made by "Gunther," which are also present on the P50.
The tan "VCAR" in the loadout menu. One has to wonder what it's chambered in, given that a magazine of this length somehow only holds 20 rounds.
A Kel-Tec CMR-30 in one of the Renewal greenhouses.
Aiming with the same stylized MBUS as the "AC-42."
Reloading the CMR-30 - removing the magazine.
Releasing the CMR's bolt.
Marlin Model 336 Dark Series
The Marlin Model 336 Dark Series appears with a Midwest Industries M-LOK handguard. It is identifiable as a Model 336 due to the shape of the ejection port. It is referred to as the "GVT 45-70", although the .45-70 Government caliber is used by the Marlin Model 1895 in reality, not the 336.
Marlin Model 336 Dark Series - .30-30 Winchester
Previewing the Marlin Model 336, with a Vector Talos scope equipped by default.
Cocking the Marlin upon spawning-in an unfortunately-shadowed spot. The ejection port's shape is slightly altered, though it is still based on that of a Model 336 rather than an 1895.
The Model 336 under some better lighting.
Aiming with the rather thin-profile rear ghost ring sight.
Working the lever-action.
Reloading with an alleged .45-70 round.
The 2019 prototype of the SIG-Sauer MCX-SPEAR appears in the game as the "M5A3", implying that it won the NGSW program contract and was adopted by the US as the "M5"; its in-game description states that it was adopted as the standard rifle of the US military in 2034, and in gameplay, it is the default assault rifle used by AI US troops. It is fitted with KRISS USA AR-15 flip-up iron sights by default. It is also present on the cover art of the game, equipped with a SIG-Sauer ROMEO 8 and a suppressor. It is capable of using 30-round 5.56mm mags, 20-round 6.8mm mags, or 35-round 9mm mags.
In real life, the MCX-SPEAR is used almost exclusively with a custom SIG suppressor designed for the weapon, as its 6.8x51mm SIG hybrid-cased ammunition is fairly powerful and has a strong muzzle blast; the standard military issued MCX-SPEAR also comes with a 13" barrel. In BF2042 however, it is used without a suppressor by default, along with having a longer barrel (which is slightly shorter than 16 inches), though it can be modified with a 13" barrel with or without a suppressor.
As of 2022, the MCX-SPEAR has won the NGSW program and is scheduled to be adopted as the XM5, which means BF2042 correctly speculated about the SPEAR's winning, though whether it will actually be adopted or not remains to be seen.
SIG-Sauer MCX-SPEAR, 2019 prototype with 13" barrel - 6.8x51mm FURY
The initial spawn-in animation of the MCX-SPEAR - the specialist performs a chamber-check...
Closeup view of the MCX-SPEAR in the Plus menu. The fire selector is always set to semi-auto.
ADS with the default back-up iron sights.
Performing a tactical reload.
During reloads, the character flicks the safety switch when removing magazines. This is present in other weapons as well.
Smacking the bolt release.
The MCX-SPEAR loaded with the 6.8 style 20-round Lancer magazines. It also has a wrapped suppressor and bipod here.
Reloading the full-power cartridge magazines.
Another SPEAR with the 9mm magazines, looking something like an overgrown SIG-Sauer MPX
Reloading the B&T style straight SMG mags.
A US NPC rifleman equipped with the SIG-Sauer MCX-SPEAR in the reveal trailer.
The Chukavin SVCh appears as the "SVK", which was the name of the prototype version that was displayed in 2016. It appears to be a 7.62x51mm variant, and by default uses 5-round magazines of high-power ammo - it can switch to a 15-round extended magazine, the standard 10-round mag, or use AP 5-round magazines. The short five rounders appear to be from the .338 variant.
AI Russian snipers use the SVCh as their standard DMR in gameplay.
Chukavin SVCh with 20-round magazine - 7.62x51mm NATO
The SVCh in the loadout menu
Casper charges the SVCh at the start of a round.
A view of the scope's reticle.
The Chukavin's non-empty reload.
Tugging the charging handle.
Denel Mechem NTW-20
The Denel Mechem NTW-20 appears as the "NTW-50". It can equip its standard 3-round Anti-Materiel High Power magazine, which is the latter attachment, as the default Anti-Materiel magazine holds 4+1 rounds. Due to its specialized nature, the NTW-20 can only change magazines and optics.
Mechem NTW-20 - 20x82mm MG151
The standard NTW-50 in the Weapons menu tab. It appears to use a .50 caliber upper receiver configuration by default, which would probably be the most man-portable configuration possible. It also has a handguard, and is missing the hydraulic dampener assembly that can be seen under the barrel in the reference image above.
On the hunt for heavy warehouse equipment with the NTW-50.
The NTW-50 in the Attachments+ pose, casually held out with one arm. The bipod is permanently deployed and can't be folded.
Aiming with its BUIS, set to a rear notch rather than aperture.
Removing the presumably .50 caliber magazine.
The new one is smacked in with the same animation from the Type 11 hopper reload from BFV
The DSR-Precision DSR-1 appears as the "DXR-1". As with the third-person views of the AK-12 and SCAR-H, the DSR appears to have its bolt and magazine bugged in the reveal trailer.
It uses 8-round magazines by default, and can use 5-round high-power, armor-piercing, or a 12-round extended magazine. Like the Flux Defense MP17, when doing a reload with the initial reserve magazine, the character will take the reserve magazine and use it to replenish ammo.
DSR-Precision GmbH DSR-1 - 7.62x51mm NATO
When spawning with the DSR-1, the character inserts a bullet before closing the bolt.
The DSR-1, without its scope.
Aiming down the iron sights.
Grabbing the reserve magazine. When used, it no longer appears until respawning.
Reloading the magazine before rechambering the DSR.
Sako TRG M10
The Sako TRG M10 initially appeared in prerelease materials as the "TG-24", but by release had been renamed to the "SWS-10". It is the first sniper rifle available. It uses 7-round magazines by default, and can switch to a notably smaller cartridge in 14-round magazines; the magazine well adapter for the latter type is still labelled "TG-24 Magazine Adapter".
Sako TRG M10 - .338 Lapua Magnum
The TRG M10 in the loadout preview.
Looking out across the Songdo district with the TRG M10.
Aiming with the backup iron sights.
Cycling a spent casing out of the Sako.
Removing a non-empty magazine...
...and in with a new one.
Tossing out another mag at the start of the empty reload.
Rechambering the TRG M10.
A VSS Vintorez is included as part of Season 1: Zero Hour content as the "BSV-M" (presumably "Бесшумная Снайперская Винтовка - Модернизиированная", or "Besshumnaya Snayperskaya Vintovka - Modernizirovannaya", meaning "Silent Sniper Rifle - Modernized"); contrary to what the name would imply, it is not the modernized VSSM variant, as it lacks that variant's railed dustcover and adjustable stock. It has a Zenit B-13 scope mount for attachments, with a PSO-1M3 as default, and a black colored stock. By default, it is equipped with its 10-round subsonic magazine, and can be fitted with a 20 or 30-round subsonic or regular close range magazine, as well as the 20-round high power ammo, allowing it to function as a suppressed assault rifle akin to the AS Val due to its select-fire capability, unique among the game's Marksman rifles. In the Portal logic editor, it is referred to by its real name.
It features a shortened barrel by default; barrel options include a shortened and an enlarged suppressor, with the latter allowing a complete VSS build, and the former making it as short as the SR-3 Vikhr.
VSS Vintorez with PSO-1 scope - 9x39mm
Previewing the 2042-era VSS.
The VSS Vintorez in hand.
View of the VSS in the Plus menu.
A view through the PSO-1 scope. The reticle is mostly correct, barring the "1.5" marking on the stadiametric rangefinder rather than the correct "1.7"; this is a reference marking for the height of an average soldier in meters, so unless half the combatants on a 2042-era battlefield are under 4'11", this can safely be called incorrect (most likely due to the use of a civilian PSOP reticle as a reference, which has 0.5- and 1.5-meter markings for hunting deer and elk, respectively).
Replacing a magazine in a tactical reload.
Yanking an empty magazine...
Pulling the charging handle.
The FN EVOLYS 7.62 was added in Season 2: Master of Arms, as the "Avancys". Described as an LMG made from polymer and 3D printing, the EVOLYS in-game possesses the most controllable aspects for the in-game LMGs, probably mirroring the real life incarnation designed to be as lightweight as possible.
FN EVOLYS 7.62 - 7.62x51mm NATO
Side view of the EVOLYS in the Plus menu.
Racking the charging handle to clear the receiver.
Opening the side cover to reveal the unique loading system.
Inserting a new belt from a 100/200-round box.
About to close the cover. The cover then lets the supposedly loose belt move to the chamber, which is the key feature of the real FN EVOLYS.
Knight's Armament LWAMG
The Knight's Armament LWAMG appears as the "LCMG" and is the default MG available from the start. It is fitted with the telescoping stock of a KAC LMG A1, and has the ability to select-fire with a semi-automatic mode, even though the real weapon is full-auto only. The LWAMG is used by US AI support gunners.
KAC LWAMG - 7.62x51mm NATO
KAC Stoner LMG A1 - 5.56x45mm NATO
The KAC LWAMG in the trailer.
Loadout menu view of the KAC LWAMG.
The LWAMG out in the unrenewed half of "Renewal." Note the feed pawl beneath the belt feed opening; this visibly moves back and forth (or rather, side-to-side) as the weapon fires.
Aiming with the KAC sights. In the Beta, the LWAMG could maintain ADS while being reloaded, but this functionality has been removed as of the game's release.
Locking the bolt back at the start of an empty reload.
Latching in a new belt box.
Setting the belt in place.
PKP Pecheneg Bullpup
The PKP Pecheneg Bullpup appeares under the name "PKP-BP", with an AK-12 rear sight mounted on its rail. By default, it fires from a 200-round belt box (incorrectly modeled as a 100-rounder) at 800 RPM, and can switch between armor-piercing, high-power, and subsonic ammo, all of which hold 100 rounds in a smaller belt box. Russian AI machine gunners use the bullpup Pecheneg as their standard LMG.
It also appears as part of the "SG-36 Sentry System" that Specialist Pyotr "Boris" Guskovsky has access to, fitted with a large muzzle brake.
PKP Pecheneg Bullpup - 7.62x54mm R
A PKP Pecheneg Bullpup-equipped soldier runs for cover in the Songdo International Business District, South Korea.
The PKP-BP in the Weapons menu. Note the AK-12-style rear sight mounted on the carrying handle; this rather obviously couldn't line up with the front sight without the weapon being pointed ridiculously high, but it shoots straight ahead in-game.
Holding the PKP inside a Singaporean office.
Aiming with high AK-12 rear sight.
Inspecting the Pecheneg after firing off some of the belt, showing off the spent links here. It also mounts a Zenitco RK-3 style foregrip on the B-25U angled mount.
Performing a tactical reload with the PKP. Here, the specialist grabs the barrel under the carry handle (not a good idea for some of the ungloved characters) and opens the feed tray.
With the empty reload, the user leaves the cover closed and instead manually pulls the belt through.
Pulling the tab through, then the charging handle is pulled to put the PKP in battery.
Carl Gustaf M4
The Carl Gustaf M4 appears as the "Recoilless M5" (in early builds it was named the "Carl Gustaf M5", but this was changed by the Beta), featuring a built-in rangefinder in its optic mount, which updates every time the launcher is aimed. When fired, it advises the user to load a new shell.
AI Engineer/Demolition-type soldiers of both sides use the Carl Gustav by default.
Carl Gustaf M4 - 84x246mm R
The M4 in the reveal trailer, used by a pilot executing the infamous "Rendezook" move. The definition of "air-to-air missile" has changed by 2042.
Shouldering the Gustaf - when pointed over the horizon, the rangefinder reads "UNKNOWN."
Here, the M4 is pointed across the spaceport's tarmac, which shows a range readout now.
Looking through the smart scope - it would probably be helpful if the range was visible here as well.
Popping open the breech after firing the M4.
Removing the spent casing.
CZ 805 G1
A CZ 805 G1 grenade launcher is used as the 40mm Smoke Launcher gadget introduced with Season 1: Zero Hour. It has a fairly standard arc sight for aiming, and the projectile disperses into three smoke plumes upon landing.
Previewing the CZ 805 G1.
The CZ 805 G1 launcher in hand.
Removing the used casing.
The FIM-92 Stinger anti-aircraft launcher appears in the game. It was mentioned in official blog posts as the "FIM-33 AA Missile", and was first seen in the Exodus short film, used by returning character Irish from Battlefield 4. As of the beta and current release, it is now called the "FXM-33 AA Missile".
The weapon is "reloaded" by simply discarding the empty launcher, and the new one having its tracking device flapped before deployment (as of the December update).
An unmodified FIM-92 is available in Portal as part of the legacy BF3 equipment.
FIM-92 Stinger with IFF interrogator - 70mm
The "FXM-33" in the Gear menu preview.
Shouldering the futurized Stinger.
Zooming in on the fuel tank.
The original FIM-92 Stinger in the Portal
The Stinger out on the bow end of the USS Essex.
The FB GP underbarrel grenade launcher can be mounted on the MCX Spear, "AC-42", DDM4, SVCh, Sako TRG, and LWAMG. The model featured in-game is the original design with an angled foregrip, even though this version was abandoned in favor of a more conventional design in reality.
GP (original design) mounted on a Grot B16 FB-A0
- 40x46mm & 5.56x45mm NATO
The FB GP mounted under the TRG M10 (!).
Holding an MCX Spear equipped with the FB GP.
Dumping out a spent HEDP shell.
An FN EGLM is the permanent underbarrel attachment for the SCAR-H (SFAR-M GL). It can swap between normal 40mm, armor piercing, smoke, and incendiary grenades via the Plus menu when set up.
The Mk 13 EGLM in use under the SCAR-H.
Aiming the device in typical FPS style.
Dumping out a spent casing.
The GP-30M can be mounted on the AK-12's handguard, and can be used with the AN-94 and AEK-971 in Portal.
The GP-30M in the weapon customization menu.
The GP-30M on a customized AK-12.
Reloading a caseless grenade.
Grenades & Explosives
Nammo Scalable Offensive Hand Grenade
A futuristic hand grenade that heavily resembles the Nammo Scalable Offensive Hand Grenade (SOHG) appears as the default fragmentation grenade in the 2042-era.
Nammo Scalable Offensive Hand Grenade
The SOHG-style frag grenade in the Gear menu.
A new detail introduced in BF2042
is that the fuse lever correctly pops off of grenades when thrown. This detail also occurs with the legacy Portal
V40 Mini Grenade
Sundance's Scatter grenade gadget appears to be several V40 Mini Grenades tied together to some sort of apparatus that allows it to perform as a guided grenade when thrown.
Looking at a smartphone ad with a smart grenade in-hand.
Mounted & Emplaced Weapons
Browning M2 QCB
The Browning M2 QCB is mounted on various vehicles and robots.
Browning M2 QCB - .50 BMG
A "Ranger" quadruped robot with an M2 mounted on it. Its design seems inspired by the Boston Dynamics quadruped robots.
Several Browning M2s in the trailer, mounted on some tanks.
Mounted on the futuristic "M1A5" Abrams tank in the beta, which bears resemblance to a few other contemporary tanks such as the Leopard 2A5 and Merkava 4.
Strangely mounted on the T-14 Armata in the beta.
Dillon Aero M134 Minigun
Dual M134 Miniguns appears mounted on the "MD540 Nightbird" helicopter in the reveal trailer and Griffon-type hovercraft in promotional images. Three are also mounted on the nose of the "MV38-Condor" transport; the pilot's HUD and passenger list strongly imply that each of its three Miniguns is operated independently by three different passengers in the vehicle.
Dillon Aero M134 with flash suppressor - 7.62x51mm NATO
One of a pair of Dillon Aero M134s mounted on a scout chopper.
General Dynamics GAU-22/A
The "F-35E Panther" (a 2042-era updated F-35B Lightning II variant) uses the General Dynamics GAU-22/A in a correct underslung gun pod.
General Dynamics GAU-22/A - 25x137mm
Getting a look at the GAU-22/A pod on a F-35E landed atop a skyscraper.
General Electric M61 Vulcan
The GE M61 Vulcan is seen on a CIWS installation from a Battlefield Portal promotional image, and a F/A-18E Super Hornet that carries the M61A2 variant is also shown.
GE M61 Vulcan Cannon - 20x102mm
A CIWS turret atop the "MFS-04 Exodus" destroyer commandeered by the No-Pats. The ship could be seen from the outside using console commands during the beta.
A C-RAM mounted atop a LVS truck found in the USMC base in Caspian Border. The same tan-colored turret is used for the stern CIWS on the USS Essex on the Noshahr Canals map.
The two F/A-18E Super Hornets on the improvised air strip in the same area.
Firing the F/A-18E's M61A2.
ZU-23 are mounted onto the "EBAA Wildcat" which appears to be an EBRC Jaguar. Judging by pre release screenshots, the vehicles in game might have customization not unlike BFV. There seems to be options to change parts such as primary armament to a "40mm cannon" or "57mm cannon" as alternates to the "AA double cannon".
The ZU-23-2 firing. Note the empty casings ejecting.
The Sukhoi Su-57 is the standard fighter jet for the Russian-aligned No-Pat faction, and the Sukhoi Su-35BM from Battlefield 3 is included in the Portal mode. Both feature the Gryazev-Shipunov GSh-30-1 autocannon.
Gryazev-Shipunov GSh-30-1 with ammo belt - 30x165mm
Inspecting the GSh-30-1 on the Su-35 in Portal
- it is not really readily visible on the Su-57 due to being covered behind a panel as per that aircraft's stealthier design.
M230 Chain Gun
The 2042-era futurized "AH-64GX Apache Warchief" and the AH-64D Longbow in BF Portal content have the M230 Chain Gun as secondary armament used by the gunner position.
Hughes/Alliant Techsystems M230 chain gun - 30x113mm B
Inspecting the M230 on the AH-64 in Caspian Border. Currently, Portal
lacks the actual USMC helicopters for its legacy Battlefield 3
The Kamov "Ka-520 Super Hokum" and the legacy content Mil Mi-28N and BMP-2 all have Shipunov 2A42 autocannons. A "BMD-3" was introduced for the Bad Company 2 Russian faction, though the model is actually a BMD-4.
Shipunov 2A42 automatic cannon - 30x165mm
An Mi-28 with the 2A42 in one of the promotional images. The AN-94, QJY-88, and RPG-7 can also be seen in the hands of the Marines at the image's full size.
The 2A42 autocannon on a landed Mi-28N.
The BMD-4 in the Portal
Inspecting the turret in-game.
"S21 Syrette Pistol"
Support Specialist Maria Falck uses the fictional S21 Syrette Pistol as her exclusive equipment. It has the loose silhouette of the Pneu Dart X-2 Tranquilizer Pistol, though its details are different, and its dart loading port is located at where the X-2's pressure gauge is located in reality. It is fitted with a C-More red dot sight instead of the proprietary sight.
The pseudo-Pneu Dart X-2 pistol in hand, equipped with healing projectiles.
Removing a used cylinder of healing darts.
Locking the dart in place with the knob.
Legacy weapons have access to the same Attachments+ system if it is enabled in the game rules. As of the Season 2 Update, BF1942 weapons have access to some vintage optical sights, mostly ported from Battlefield V (including the Nydar sight).
The "M93R" returns as an available sidearm for Bad Company 2 and Battlefield 3 factions. This time it is an actual Beretta 93R instead of the modified M9s that appeared in the original games. It uses extended 20-round magazines.
Beretta 93R with wood grips - 9x19mm
The Beretta 93R in the loadout menu for Portal. Note the lengthened trigger guard, extended magazine, frame mounted fire selector switch, lengthened and ported barrel, and 93R specific slide serrations and slide geometry.
Inspecting the porta-johns out at the border outpost in Arica with the 93R.
Getting a view of the Raffica's sights.
Wrapping up a reload while retaining the first magazine.
Loading the Beretta from empty.
The M1911A1 returns as an available sidearm for 1942 and Bad Company 2 factions.
World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1
The M1911A1 in the Portal reveal trailer. Note the gloves of the character making it look like his fingers are clipping through the grip.
An Allied Jeep passenger armed with the M1911 pistol out in El Alamein.
Looking through the sights.
Reloading in the same manner as the base game's Glock pistol.
About to put away the used .45 mag.
On empty, the user glances at the chamber and then flicks out the empty magazine.
Sliding in a fresh mag from empty.
A modern M1911 variant is available to the Battlefield 3 factions, apparently standing in for the actual MEU(SOC) that was originally used in BF3. It resembles either a stainless Kimber Target II or Springfield Armory Loaded, given the finish, adjustable target rear sight, and grip panels.
Kimber Stainless Target II - .45 ACP
Springfield Armory Loaded - .45 ACP
An actual MEU(SOC) for comparison - .45 ACP
A rear 3/4 view of the Battlefield 3 M1911 pistol. Note the Kimber style extended baseplate 8-round magazine.
The modernized 1911 out on the Noshahr tracks.
Aiming with the aid of the illuminated sights.
Beginning a tactical reload - here, ".45 ACP M1911A1" can be seen on the slide. The slide also has a more traditional style of vertical serrations akin to some Para-Ordnance
Inserting another magazine from empty.
About to thumb the slide back into battery.
The MP-412 REX revolver returns as an available sidearm for Bad Company 2 and Battlefield 3 factions.
The MP-412 in the Portal loadout menu.
Holding the MP-412 REX revolver.
Ejecting some tiny .357 rounds at the start of the reload. The correct fired/unfired round count coding from the Webley Mk. VI in the previous two games is still used here, thankfully.
Right-handing in a speedloader.
Rather dramatically flinging the REX shut.
The MP-443 Grach returns as an available sidearm for Bad Company 2 and Battlefield 3 factions. The model has a much more correctly-shaped slide and set of sights compared to its appearances in previous games.
The Grach in the Portal loadout menu.
A US Army Recon armed with the MP-443 out in Valparaiso.
Sighting in the Grach with its illuminated sights.
Performing a tactical reload.
About to dump out the magazine upon emptying the pistol.
Thumbing the slide release at the end of the empty reload.
"Tracer Dart Gun"
The fictional "Tracer Dart Gun" from Bad Company 2 returns as a sidearm for Bad Company 2 factions.
Espinoza with the Tracer Dart Gun.
Espinoza using the Tracer Dart Gun.
The Walther P38 returns as an available sidearm for 1942 factions.
Walther P38 WWII dated with black grips - 9x19mm
The P38 in the Portal loadout creation menu.
A Wehrmacht soldier breaks up Mass with his P38 inside the church on the remastered Battle of the Bulge map.
Aiming the Walther - the hammer is uncocked and never moves.
The magazines also appear to be completely empty.
Loading the pistol from empty.
Interupting the empty reload also results in the hammer disappearing entirely.
FN P90 TR
The FN P90 TR returns as an available submachine gun for Battlefield 3 factions.
Spawning in with the P90 - the user chambers the P90 Hardline
style with his palm up.
The P90 out next to a T-90A MBT.
It uses the same BUIS as the DDM4 V7 and some of the other 2042 era weapons.
Reloading the dorsal magazine.
The M1A1 Thompson returns as an available submachine gun for 1942 and Bad Company 2 factions - note that while Bad Company 2 featured a weapon named the M1A1, it was actually a mislabelled M1928. It has a 30 round magazine and is simply called "Thompson"; its in-game description misidentifies it as an M1928A1.
M1A1 Thompson with 30-round magazine - .45 ACP
The M1A1 Thompson in the Portal loadout menu.
A bewildered US soldier armed with his M1A1 Thompson in the future.
Espinoza holding an M1A1 Thompson.
Locking the Thompson's bolt back after spawning-in.
The Thompson out on an Allied airstrip in Egypt.
Aiming with the M1A1 style iron sights.
Reloading the Thompson in a more tacticool manner compared to its previous Battlefield
appearances. The .45 rounds can be seen stacked inside the magazine.
The empty reload is of a bit more familiar style. The open bolt stays locked back, akin to Hardline
The MP40 returns as an available submachine gun for 1942 factions.
The MP40 in the Portal loadout menu.
Holding the MP40 submachine gun.
Aiming with the wide rear notch and fully visible front sight + hood.
Performing a tactical reload with both 32-round magazines pressed together.
Performing the typical bolt lock-back when empty.
Loading in a new mag before sending the bolt back into battery.
The PP-2000 returns as an available submachine gun for Bad Company 2 and Battlefield 3 factions.
Unfolding the stock in the PP-2000's deploy animation. This and the magazine swap animations are shared with the MP9 above.
Holding the PP-2000 as the USMC Recon with some rad skeleton gloves.
Aiming with a notch sight mounted at the front of the top rail.
Reloading with the default 20-round mag.
Pulling the charging handle.
Loading in an extended 44-rounder magazine.
The SPAS-12 returns as an available shotgun for Bad Company 2 and Battlefield 3 factions. It has a fixed eight-round capacity, whereas it had a limited four (+1 with BF3) capacity by default in the original games - an extended magazine was available as a specialization or attachment in those games.
Franchi SPAS-12 with butt hook attached to stock - 12 gauge
The SPAS-12 in the Portal reveal trailer.
Chambering the SPAS upon deployment.
Holding the SPAS-12 at the hip.
Pumping the SPAS; the animations are identical to the base game's 870. For whatever reason, the ejected shell is green despite what's seen above and in the reload below.
Thumbing in another shell.
M26 Modular Accessory Shotgun System
Update 2.1 brought back the M26 MASS for the Battlefield 3 Assault Rifles - though only as an underbarrel, as with the M320. It is available on the M16A3, HK416, and G3A3, and can fire buckshot, slug, flechette, and FRAG-12 rounds.
M26 MASS mounted on M4 carbine - 12 gauge
The M26 MASS on the loadout table. The lower half of the KAC RAS should be removed to mount it properly, but the model just clips through instead.
An M16 with an EOTech sight and the M26.
Enabling the M26 involves flicking out the bolt handle, like in the original games.
It's only grasped by the magazine though, the user's right hand doesn't appear to be operating the trigger.
Reloading is done in Portal'
s rather typical janky fashion.
SWD/Cobray Street Sweeper
Battlefield 3's "DAO-12" returns under the same name, and appears to be a SWD/Cobray Street Sweeper based on the winding knob.
SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge
The Cobray in the loadout menu. It does have the front sight post that's seen on other Striker variants.
Spawning in with the "DAO-12" shows the stock being rapidly deployed.
The Street Sweeper in the USMC base on Caspian Border.
Aiming with the open rear trough and front post. The default Picatinny rail from the original version is gone now.
Reloading the drum with a 12 gauge shell.
Moving to wind the key, akin to BF4
. Unlike BF4
, the drum is correctly rotated counter-clockwise instead of clockwise.
The 5.56A-91 returns as an available carbine for Batlefield 3 factions.
5.56A-91 - 5.56x45mm NATO / 40mm
The 5.56 A-91 as seen in the BF3
weapons menu. It has the standard style of KBP grip compared to the original game's model.
Charging the A-91 initially.
Holding the carbine at the central Caspian control point.
Reloading - the animations appear to be the same from the "AC-42."
Tossing out the spent mag when empty.
The AEK-971 has been introduced as part of Season 2 content, available under both its Bad Company and BF3 style incarnations for each versions' style of content.
Pre-production AEK-971 - 5.45x39mm
The prototype style AEK-971 of the Bad Company
series (though less the GP-30 it's usually seen with). It appears the model mostly comes from the production variant, and did not account for the front trunnion bit not covered by the green handguard, given the floating rear sight. The receiver and dust cover are also of the later style - though the entire lower trigger assembly has the green color. The stock is also very undersized.
The black Battlefield 3
AEK-971. Compared to the model seen in BF3
, this model does have the correct style of wire stock.
Bad Company 2 and Battlefield 3 Engineer kits have access to the AKS-74U - in BC2, Engineers carried submachine guns or compact carbines, and BF3 Engineers carried carbines by default.
AKS-74U with earlier handguard - 5.45x39mm
Charging the AKS-74U initially - the Engineer then releases the bolt and gives the charging handle a forward assist-smack for good measure.
Patrolling just beyond the border checkpoint with the AKS-74U.
Aiming reveals a fairly accurate sight picture, with the correct orange п ("постоянная
"; "constant") on the rear sight.
Reloading the AKS-74U with classic orange bakelite resin magazines.
Beginning a reload from empty.
Charging with the right hand.
The AN-94 returns as an available assault rifle for Bad Company 2 and Battlefield 3 factions.
The AN-94 in the Portal loadout menu.
The AN-94 in first-person.
Performing a tactical reload with both 5.45 mags pressed together.
On empty, the Assault grabs the fresh magazine first and then flicks out the old one.
Pulling the charging handle underhanded, just like the base game's AK-12.
The AS Val returns for Battlefield 3 factions, as in that game classed as a "PDW" or submachine gun. It uses 20-round magazines by default (modeled in actual 10-rounders), and an extended 30-round mag modeled in the actual 20-rounder can be selected with the Attachments Plus system.
Unfolding out the AS Val's stock upon spawning.
Holding the Val under the lightpost for some better lighting.
Performing a mag swap with the short magazines.
Loading in a extended magazine from empty.
Working the action back with the right hand.
FN SCAR-H CQC
The FN SCAR-H CQC returns as an available carbine for Battlefield 3 factions. It is a third generation model instead of the first generation model of the original game.
Third Generation FN SCAR-H CQC - 7.62x51mm NATO
The third-gen take on the BF3
SCAR-H. Note the underbarrel rail is of the 2042-era smart style. The only notable visual difference aside from the EGLM, accessories, and coloration from the "SFAR" appears to be that the unused charm mount is slightly angled on this model.
Charging the SCAR-H faster than the Engineer's hand can render in fully.
The SCAR under some moody lighting on Noshahr Canals.
Performing a regular style reload, the animations are identical to the SFAR.
Upon empty the Engineer cants the SCAR over to view the chamber...
...reloads with both magazines sandwiched together...
...and rechambers by tugging on the charging handle.
Heckler & Koch G3A3
The G3A3 returns as an available assault rifle for Bad Company 2 and Battlefield 3 factions. Despite both games featuring the G3A3, the version for Bad Company 2 factions follows that game's lead by just naming it the "G3". Attaching accessories to the handguard such as vertical foregrips or lasers will modify the weapon model to feature a tri railed handguard.
Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO.
The G3A3 in the Portal loadout menu.
A Bad Company 2 Assault trooper out on a Chilean banana farm with the G3A3.
Aiming with the familiar HK roller-delayed series sights.
Performing a tactical reload with both magazines in hand.
Locking the bolt back upon empty...
...kicking out the old magazine and then replacing it...
...and HK slapping the bolt back into battery.
Heckler & Koch HK416
The Heckler & Koch HK416 returns as an available assault rifle for Bad Company 2 and Battlefield 3 factions. The model appears to be based on the HK416 D14.5RS a la the incarnation from Battlefield 4, as opposed to the D10RS from Bad Company 2 and Battlefield 3.
Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO.
The HK416 in the Portal loadout menu.
Charging the HK416 initially...
...and then the forward assist is given a good smack.
The 416 inside the well deck of the USS Essex.
Aiming with the original old pattern of HK-series diopter sights. The Portal
model uses the folding front sight post from BF3
and MoH: Warfighter
rather than the RIS front sight from Bad Company 2
and other titles in the series.
Performing a mag swap - the safety can be seen on here; the animations are identical to the MCX SPEAR.
Dumping out an empty STANAG. Somehow the selector is set to semi-auto and not safe.
Mashing the bolt release after inserting another.
Heckler & Koch XM8
The Heckler & Koch XM8 returns as an available assault rifle for Bad Company 2 factions.
Older version of Heckler & Koch XM8 - 5.56x45mm
The XM8 in the Portal loadout menu. The PCAP slots are covered by standard 1913 rails.
Chambering the XM8 initially.
Taking in the local lens flare with the XM8 rifle.
Aiming - the rear sight appears to be a cut-down MP7 rear peep sight rather than the G36C-style rear sight that was used in the original games.
Inserting one when empty.
The user inspects the right side while releasing the bolt.
Heckler & Koch XM8 Compact Carbine
The Heckler & Koch XM8 Compact Carbine returns for Bad Company 2 factions, as in that game classed as a submachine gun. It is shown with a tan color scheme, which in reality was only applied to the Heckler & Koch XM8 Automatic Rifle.
Heckler & Koch XM8 Compact Carbine - 5.56x45mm
Espinoza holding the XM8 Compact Carbine.
The XM8 Compact Carbine in the Portal menu for Bad Company 2 loadouts.
The XM8C out in the Arica port area.
The iron sights are identical to the other variants, aside from the reduced sight radius that brings the front closer in.
Flicking out an empty mag...
...in with a new one, and then releasing the bolt.
The Season 2 update added an "M2 Carbine" as part of the BF1942 content set (despite the M2 never appearing in said game); it appears to be a modified version of the BFV model, sans that version's Plainfield foregrip, metal upper handguard, and, bafflingly enough, its fire selector, technically making the weapon an M1 Carbine instead.
An actual M2 Carbine, for comparison - .30 Carbine
Loadout preview of the "M2" Carbine; note the lack of a fire selector on the left side of the receiver, just behind the upper handguard. Why the devs deliberately chose to take an existing M2 model (muzzle brake and all) and remove the one thing that distinguishes it as an M2 is anybody's guess.
The M1 Garand returns as an available rifle for 1942 and Bad Company 2 factions.
M1 Garand with leather M1917 sling - .30-06
The M1 Garand in the Portal loadout menu.
The soldier running to the left holds a Garand.
The M1 Garand inside a barracks in the UK base at El Alamein.
Looking through the Garand's sights.
Pinging out the en-bloc clip after squeezing eight shoots through the open door.
Lastly, the bolt is smacked forward after sticking.
Manually ejecting another en-bloc without using the release button. The clip also appears to be modeled full.
The M16A2 appears as an available assault rifle for the Bad Company 2 factions, replacing the misidentified M16A4 from the original game. It mounts the Kobra sight on a dogleg extension off of the carry handle, and the ACOG scope attaches via the optic mount hole drilled into the top of the carry handle. Equipping an M203 also modifies the weapon model with a M203 heatshield.
The classic M16A2 in all of its late Cold War glory.
The Kobra sight attaches via a dogleg/gooseneck rail system, a common configuration in the late 90s and early 2000s, before the widespread adoption of AR platform rifles with built in rail systems.
Although it fortunately flicks back into burst, somehow over the selector stopper outdents.
Aiming with the classic A2 irons.
Changing out STANAG magazines.
Somewhat awkwardly tapping in a new one from empty.
And then palming the bolt release tab.
The "M16A3" returns as an available assault rifle for the Battlefield 3 factions. This time it is actually an M16A3 (Colt Model 901) instead of the original game's Colt Sporter Competition. While the animation of the selector switch during spawn is a great detail to have, the selector itself is upside-down. In gameplay the rifle also has Auto/Burst/Semi settings, which isn't technically correct but may have done to allow the function of the original game's true A4 variant. The default rear sight carry handle appears to be rather haphazardly taken from the M16A2 above and kitbashed with the rail mount section of a detachable carry handle. The resulting rear sight assembly sits rather noticeably higher than it should be, especially compared to the A2 above.
As of Season 2, the M16A3 can be unlocked for use in regular 2042 multiplayer.
M16A4 MWS with ACOG and grippod, for comparison - 5.56x45mm.
The M16A3 in the Portal loadout menu.
Spawning in, a BF3 US Marine pulls the charging handle on his rifle...
...then somehow flips the upsidown fire selector over the nub above the safe setting to the full auto setting.
Holding the rifle at the sky. Note the large amount of open space in the carry handle - the rear sight's elevation knob should be just above the tops of the RIS locking screws, but it is significantly higher here.
Aiming down its iron sights.
In the Crysis 2 style customization menu, giving a nice profile view of the rifle.
Firing. Note that the empty casings appear to spawn from the barrel.
Sandwiching magazines while performing a tactical reload.
Smacking the bolt release while performing a full reload.
The Remington ACR returns as an available carbine for Battlefield 3 factions, as in that game named the "ACW-R". It also retains the unique 6.5 Grendel chambering, with a 26+1 capacity.
Remington ACR with 16.5" barrel and 5-sided handguard - 5.56x45mm NATO
A preview of the ACR's model in the Portal Gear menu.
Pulling the charging handle in the ACR's deployment animation.
Standing by a canal with the ACR.
Perfoming the game's fairly standard non-empty reload with another PMag.
Clapping the bolt release.
The Sturmgewehr 44 returns as an available rifle for 1942 factions.
Sturmgewehr 44 - 7.92x33mm Kurz
The STG 44 in the Portal loadout menu.
A promotional image featuring classes from Battlefield 1942
, used when selecting factions in the Portal rules creator. The German Assault on the right is carrying an StG 44.
Getting a good view of the StG-44 out on some farmland in the Ardennes.
The Sturmgewehr's iron sights, virtually identical to Battlefield V
although the dust cover appears to be permanently shut.
Reloading - inserting a new magazine.
Charging the StG. The animations appear to be somewhat burgled from the base game's SVCh.
The Barrett M95 from Bad Company 2 appears to be an upcoming part of Season 2 content. It is not normally accessible, but can be selected in the Portal logic editor and appears to be complete in gameplay.
Looking across the Arica town with the Barrett M95.
Operating the Barrett's bolt after firing a shot.
It reloads in a bit less dramatic fashion compared to the original games.
Cycling the bolt again on an empty reload.
Crawling with the M95's bipod deployed, which apparently gives the rifle a thorough coat of dust.
The Barrett M98B returns as an available sniper rifle for Battlefield 3 factions. It does have the full 10+1 magazine capacity akin to Battlefield 4 unlike the original's reduced 5+1 capacity.
Barrett M98B with Harris bipod - .338 Lapua Magnum
Holding an unscoped Barret M98B atop the Caspian radio tower. Unlike the original game, it lacks BUIS without a scope selected...
...which leads to this happening when attempting to aim.
Thankfully, Attachments Plus does allow for a scope to be reaffixed easily. Note the fitting Barret BORS system.
About to release the .338 magazine.
Flicking out the magazine when empty. As with the two rifles below, the animations are straight from the base game's Sako TRG M10.
The GOL sniper rifle returns as an available sniper rifle for Bad Company 2 factions.
GOL Sniper Magnum - .338 Lapua Magnum
Observing the lighthouse at Valparaiso with the GOL.
Aiming at the faint silhouette of a destroyer far off on the horizon.
Performing a supporting-hand reload. An added function from the original game is that the bipod is now usable.
Tossing aside an empty magazine.
As with the TRG, the user then grabs the bolt handle, shoulders the rifle, and then works the action.
The Karabiner 98k returns as an available rifle for 1942 factions.
Karabiner 98k - 7.92x57mm Mauser
The Karabiner 98k in the Portal loadout menu.
The Kar98k in the Portal setup menu. Note that like Battlefield 1942, the scoped and unscoped versions are separate weapons.
A Wehrmacht engineer equipped with the Karabiner 98k looks upon the river running through the Battle of the Bulge map.
Looking down the rifle's sights.
As with its BFV
incarnation, the striker functions correctly.
The Karabiner only reloads with loose rounds.
Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser
Looking skyward with the scoped Kar98k.
Aiming with the scope. It appears to be an updated model of the ZF42 from BFV
, with an added rubber eyepiece.
Reloading the sniper variant.
Lee-Enfield No. 4 Mk. I
The Lee-Enfield No. 4 Mk I returns from Battlefield 1942. Like that game, it has a five-round capacity, half its actual one. Unlike that game, it currently only has a scoped version available.
Lee-Enfield No. 4 Mk I - .303 British
Lee-Enfield No. 4 Mk I (T) - .303 British
The Lee-Enfield in the Portal setup menu. Note that despite having a scope, it is identifiable as the Mk I and not the Mk I (T) via the stock.
The Lee-Enfield No.4 Mk I in the Portal loadout menu.
Wielding the Lee-Enfield No.4 sniper rifle.
Scanning the sky through the No.32 scope.
Topping off the Enfield's magazine with a .303 cartridge.
About to chamber the rifle.
M24 Sniper Weapon System
The M24 sniper rifle returns as an available sniper rifle for Bad Company 2 factions.
M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO
Chambering the M24 upon spawning-in.
Overlooking Arica with the M24A2.
The view through the standard scope.
Reloading the rifle, the same as the other modern bolt-action rifles.
Ditching an empty magazine.
The M39 EMR is an available sniper rifle for Battlefield 3 factions, replacing the misidentified M14 in a Sage chassis the original game had. This time, the M39 also has fully-loaded 20-rounder magazines - they were reduced to 10 in BF3's multiplayer for balancing reasons.
The related Mk. 14 Mod 0 that was in Bad Company 2 is not part of Portal content.
M39 Enhanced Marksman Rifle - 7.62x51mm NATO
Charging the M39 EMR in its deployment animation.
Holding the EMR inside the USS Essex.
Aiming through the iron sights and open slot through the RIS mount.
Reloading with another M14 magazine.
Inspecting a properly kitted-out EMR.
The SVD Dragunov returns as an available rifle for Battlefield 3 factions - or rather, it replaces the Norinco NDM-86 masquerading as a Russian SVD that game had.
SVD Dragunov - 7.62x54mm R
Charging the SVD upon spawn, underhanded style.
Looking at the sky with the Dragunov.
ADS of the default iron sights.
Kicking out the empty magazine tacticool-style when empty.
Rechambering the rifle underhanded. Unfortunately, the bolt doesn't lock back when empty, which is odd as the original game got this detail correct.
Performing a tactical reload with the PSO-1 scope equipped. The new magazine clips through the scope mount here as well.
Another view of both mags sandwiched together.
Looking through the PSO-1 reveals the reticle is fully illuminated.
As of the Season 2 update, the Bren Mk2 returns as a light machinegun for the 1942 factions. The menu description erroneously states that it fires the same round as the Browning Automatic Rifle.
The Bren Mark II in the weapon preview, floating just annoyingly high enough to cut off the top of the magazine.
Heckler & Koch XM8 Automatic Rifle
The H&K XM8 Automatic Rifle returns as an available light machine gun for Bad Company 2 factions, as in that game named the "XM8 LMG".
Heckler & Koch XM8 LMG - 5.56x45mm
Holding an XM8 LMG equipped with an ACOG scope.
The ACOG's reticle is a simplified open chevron with ballistic drop holds.
Sliding in a new one from empty.
Chambering the heavy XM8.
M1918A2 Browning Automatic Rifle
The M1918A2 Browning Automatic Rifle returns as an available light machine gun for 1942 factions.
M1918A2 Browning Automatic Rifle - .30-06
The BAR in the Portal loadout menu.
A promotional image featuring classes from Battlefield 1942
, used when selecting factions in the Portal rules creator. The American Assault second from the right is carrying an M1918A2 BAR. Note the misplaced bipod and carrying handle - the latter is absent in-game, which is era appropriate for WWII.
Charging the BAR upon spawning in.
Taking the M1918A2 out for a stroll at the local oasis.
A clear view down the BAR's iron sights.
Reloading with both twenty-round magazines pressed together.
Replacing the mag in the empty reload.
Pulling the bolt handle back again.
The M240B returns as an available light machine gun for Battlefield 3 factions.
M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.
Espinoza with an M240B. Unfortunately, it still has the belt box affixed in the wrong spot.
The M240 Bravo in the railyard area at Noshahr.
The view down the M240's sights.
Locking the bolt back at the start of a reload.
Erronously latching the belt box to the bottom of the receiver.
Pulling out the new 7.62 NATO belt links.
Closing the top cover at the end of the animation.
Season 2 reintroduces the M249 SAW variants for the Bad Company 2 and BF3 factions. The former has the short barreled M249 Paratrooper variant, and the latter has the standard clubfoot stock and Mk.46 rails.
M249 Paratrooper - 5.56x45mm
M249 Para with the heat shield and bipod.
And the BF3
M249. Note this model differs from the original, which had the Mk.46 barrel length, and used a 100-round cloth belt sack.
The M60 returns as an available light machine gun for Bad Company 2 factions.
Taking on the Valparaiso jungle with "The Pig."
Removing an empty green belt box. Note the folded bipod; it can be deployed using the underbarrel functionality.
The M60E4 returns as an available light machine gun for Battlefield 3 factions. As of the Season 2 update, it is can be unlocked for the 2042 era by an assingment.
M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO
Making ready with the modern Pig upon deployment.
Taking cover in a shed with the M60E4.
The iron sights are much the same as its older counterpart, just from a slightly further back perspective.
Latching in a new brown belt box.
Handling the new ammo belt.
About to shut the top cover.
The QJY-88 returns as an available light machine gun for Bad Company 2 and Battlefield 3 factions.
Norinco QJY-88 - 5.8x42mm
Dramatically charging the QJY-88 machine gun upon spawn.
The QJY-88 out in the arid Arica streets.
Handling the belt box in a similar manner to the previous games. Note the visible open space ahead of the bolt, where the 5.8mm casings eject.
Sliding in the new cartridge belt.
The FGM-148 Javelin returns as an available launcher for Battlefield 3 factions.
The FGM-148 in the Portal Gear menu.
Crouching with the Javelin launcher.
Aiming through the simplified scope system.
Heckler & Koch M320
The Heckler & Koch M320 returns from Battlefield 3 as an available underbarrel attachment for that game's versions of the M16A3 and HK416. Unlike the original game, it is only available as an underbarrel attachment and cannot be used on its own, due to being classed as a weapon attachment instead of as a gadget.
Heckler & Koch HK416 with M320 grenade launcher - 5.56x45mm & 40x46mm
The M16A4 with an underslung M320.
Once activated, the M320's sights flip up.
Aiming with the lowest notch setting.
Reloading - due to a bug or error, the 40mm warhead appears drop out rather than the casing.
The HK416 with the M320 equipped.
Heckler & Koch XM320
The XM320 returns from Bad Company 2 as an available underbarrel attachment for the XM8.
Heckler & Koch XM320 with optional telescoping stock - 40x46mm
Concept art of the Heckler & Koch XM320 mounted on a XM8 - 5.56x45mm & 40x46mm
Inspecting the XM8/XM320 combo - note that XM320 has the tan trigger assembly, which appears to be based on the prototype seen in H&K's Gray Room.
The XM320 active, with the sights flipped up.
Aiming is done with the lowest notch, unfortunately, the sight cannot be zeroed.
Loading in another 40mm shell.
BF1942 factions have access to the M1A1 Bazooka. Originally, this was the foregrip-equipped M1 model in 1942 but the M1A1 model from BFV has been reused for Portal instead.
M1A1 Bazooka - 2.36 inch rocket
The M1A1 Bazooka in-game.
Aiming the Bazooka. It lacks the variable-zeroing feature from BFV
Reloading the tube with another rocket.
The Saab Bofors Dynamics Panserskott m/86 moonlighting as an M136 AT4 returns as an available launcher for Bad Company 2 factions, with the same SACLOS functionality.
The "M136 AT4" in the gear menu.
Dashing in-game also reveals the tell-tale folding foregrip.
The m/86 as shouldered by the Bad Company 2 US Engineer.
The view through the scope.
M203 Grenade Launcher
The M203 grenade launcher returns from Bad Company 2 as an available underbarrel attachment for that game's versions of the M16A2 and HK416.
M203 grenade launcher - 40x46mm
The classic M16A2/M203 combo in Portal
The M203 in use with the leaf sight flipped up. Here, the Assault uses his left hand to fire the M203; in the original game, it was fired with the right hand.
It isn't used though, probably due to the issues of having the leaf sight heavily blocked if the gooseneck Kobra or ACOG is equipped.
Reloading the 40mm shell.
Mk 153 SMAW
The Mk 153 SMAW returns as an available launcher for Battlefield 3 factions.
The Mk. 153 SMAW shouldered.
Getting a good view of the iron sights.
Reloading the rocket tube.
The Panzerschreck returns as an available launcher for 1942 factions. As in that game, it is the RPzB 43 variant, which lacks the blast shield.
RPzB 43 Panzerschreck - 88mm rocket
Taking in the winter sun with the Panzerschreck launcher.
Aiming reveals that the rear sight is totally ignored.
Loading an 88mm warhead after blasting the watch tower.
The RPG-7 returns as an available launcher for Bad Company 2 and Battlefield 3 factions. As in the original games, the version available for Bad Company 2 factions has a PGO-7 scope while the Battlefield 3 version has iron sights.
A soldier aims the RPG-7 in the Portal reveal trailer. This is the Battlefield 3
version due to having iron sights.
The effects of firing the RPG-7.
The PGO-7-equipped RPG in the Portal Gear menu.
RPG-7 equipped in-game.
Aiming with the standard iron sights.
Sliding in a new warhead.
As with the original game, the scope reticle is centered.
Getting a view of the RPG with a new warhead loaded.
Battlefield 3 factions have access to the SA-18 Grouse/9K38 Igla MANPADS launcher.
SA-18 Grouse (9K38 Igla) launcher and missile - 72mm
Previewing the 9K38 launcher.
Twin Igla launchers affixed to the Z-11W scout helicopter.
Grenades & Explosives
The fictional HG-2 hand grenade returns as the sole grenade available to Bad Company 2 factions, as in that game referred to simply as a "Frag Grenade". It still resembles the original fictional hybrid of a Mills Bomb with the fuze assembly from a M67 frag grenade, complete with the iconic Smiley Face pin.
M67 fragmentation grenade
No. 36M Mk.I "Mills Bomb" High-Explosive Fragmentation hand grenade
The Happy Grenade in Portal'
s Gear menu.
Holding the grenade in-game.
"When we pull the pin, Mr. Grenade is no longer our friend."
M15 Anti-Tank mine
The M15 anti-tank mine returns as a gadget available to Battlefield 3 factions.
Viewing the M15 mine in the equipment menu.
Looking at a deployed M15, with another in hand.
M18 Smoke Grenade
As of an update, M18 smoke grenades are usable for all legacy Portal factions.
A M18 smoke grenade in the loadout crate.
RU Engineer with the M18, not something that was actually in the original game.
Pulling the pin while the first grenade belches its payload.
The M18A1 Claymore returns as a gadget available to Battlefield 3 factions.
M18A1 Claymore anti-personnel mine
A M18A1 mine in the Gear screen.
Looking at a deployed Claymore with another in-hand.
M67 Hand Grenade
The M67 hand grenade returns as the sole grenade available to Battlefield 3 factions.
The M67 frag grenade in the Gear menu.
Holding an M67 grenade near the Noshahr crates area.
Mk 2 hand grenade
The Mk 2 hand grenade returns as one of two grenades available to 1942 factions.
Mk 2 high-explosive fragmentation hand grenade
A Mk 2 grenade in the Portal
Holding a Pineapple grenade out on El-Alamein.
Model 24 Stielhandgranate
The Model 24 Stielhandgranate returns as one of two grenades available to 1942 factions.
Model 24 Stielhandgranate "Potato Masher" High-Explosive Fragmentation Hand Grenade
Previewing the Stielhandgranate.
Holding a M24 Stielhandgranate in-game.
About to pull off the cap and pin before throwing the stick grenade.
Tellermine 42s are used by the BF1942-era Engineers.
Tellermine 42 Anti-tank mine
The Tellermine in the 1942 Gear menu.
TM 42s both in hand and deployed in a muddy road.
The same fictionalized TS-50 anti-personnel mine style mine from the Bad Company series games is recreated for the Bad Company 2 factions in Portal. It is physically enlarged and stylized, and serves as an anti-vehicle mine.
TS-50 anti-personnel mine
Previewing the TS-50 mine.
The TS-50, again both in-hand and set out on the highway to Arica.
Mounted & Emplaced Weapons
21 cm-Mörser 18
Several German 21-cm-Mörser 18 howitzers are seen on the "Battle of the Bulge" and "El Alamein" maps.
A Mörser 18 out in Ardennes, pretty much the same model from the previous game.
The 2S6M Tunguska is usable by the BF3 Russian forces as their anti-air ground vehicle. It has twin 2A38M autocannons.
2A38M autocannon - 30x165mm
The 2A38Ms atop a rained-on Tunguska.
AT-14 Spriggan/9K135 Kornet ATGM emplacements are found on Bad Company 2 and Battlefield 3 maps that feature modern Russian ground forces.
AT-14 Spriggan launcher and missile - 152mm
A Kornet emplacement on Valparaiso.
BGM-71 TOW launchers can be found on the BC2 and BF3 maps as the standard ATGM of the US Armed Forces. The M3A3 Bradley and LAV-25 also have usable TOW launchers as selectable secondary weapons.
BGM-71 TOW on M220 tripod - 152mm
The right side of a M220 TOW emplacement in the US spawn on Caspian Border.
Getting a look at the other side of the system.
Manning the TOW with the reticle and HUD enabled.
Browning M2 Heavy Barrel
Older Browning M2HB machine guns are present in Portal. They can be found as stationary emplacements on the BF1942 maps.
Browning M2HB on vehicle mount - .50 BMG
An M2 machine gun mounted on the M3 Halftrack.
Aiming - the rear sight is used here unlike in BFV
USAAF B-17 bombers return from Battlefield 1942, armed with numerous Browning M2 Aircraft machine guns.
Browning M2 Aircraft, Fixed - .50 BMG
Browning M2 Aircraft, Flexible - .50 BMG
Inspecting the top turret of a just-barely-ditched B-17.
One of the B-17's side M2s.
Manning the right side's MG, note the aircraft sights.
Operating the ball turret of an in-flight B-17.
The Bofors 40mm appears on El Alamein as part of Battlefield 1942 legacy content.
Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR
A Bofors 40mm AA emplacement in-game.
Zooming in on the sights.
General Dynamics GAU-12/U
The USMC's LAV-AD equipped with the GAU-12/U returns as part of the legacy Battlefield 3 content.
General Dynamics GAU-12/U - 25x137mm
Looking at the business end of the GAU-12/U atop the LAV-AD.
General Dynamics GAU-17/A
The UH-60 Blackhawk that serves as the modern US forces transport helicopter in Portal has its two standard side-mounted GAU-17/A miniguns.
General Dynamics GAU-17/A - 7.62x51mm NATO
The right side of a UH-60's GAU-17/A.
General Electric GAU-8/A Avenger
As of an update, the A-10C Thunderbolt II is available to the Battlefield 3 USMC faction. It has the General Electric GAU-8/A Avenger as its primary armament.
General Electric GAU-8/A Avenger - 30x173mm
Preview of the A-10C in the Portal
Getting a good look in-game of the Avenger on an A-10 landed at the Guiana spaceport.
The same update also brings back the South African upgraded Mi-24 "SuperHind" of the original Bad Company series returns for the BC2 Russian faction. It has the distinct South African made GIAT M693 20mm nose autocannon.
GIAT F2, chin mounted on Denel Rooivalk - 20x139mm
The Mi-24 landed atop the spaceport tower. Note the external exhaust filters.
A closer look at the GIAT autocannon.
An update to Portal has brought the Sukhoi Su-25TM "Grach/Frogfoot" back as an attacker aircraft for the Battlefield 3 Russian forces.
Gryazev-Shipunov GSh-30-2 - 30x165mm
The GSh-30-2 slung under a landed Su-25.
Supermarine Spitfires return from Battlefield 1942, armed with Hispano-Suiza HS.404 autocannons.
Hispano-Suiza HS.404 with ammo drum - 20×110mm
Looking at the machine guns of a landed Spitfire. The outboard guns are the Hispanos, the shorter inboard guns are Browning M2s.
The Kord heavy machine gun is mounted on various Russian Army vehicles.
Kord heavy machine gun with ammo box - 12.7x108mm
A Kord installed atop the RDA-1 "VDV Buggy."
Aiming with just the front sight.
The GAZ-3937 Vodnik from Battlefield 3 has a turret mounted KPV machine gun, rather than the remote KORD that it had in the original game. Oddly, it isn't available for the Bad Company 2 Russian Army despite also being in that game.
KPVT heavy machine gun - 14.5x114mm
A preview of the GAZ-3937 in the Portal Vehicles menu.
The KPVT machine gun atop a Vodnik truck that's taken over the local electric car charging station.
Manning the GAZ's turret.
Modern American armored vehicles have mounted M240C coaxial machine guns, and the reimagined "UAV-1" (Northrop Grumman MQ-8) from Bad Company 2 has a nose mounted M240 variant similar to the M240D or M240H.
M240C vehicle coaxial-mount version - 7.62x51mm NATO
Getting a look at various machine guns mounted on the M1A2 Abrams while reminiscing about the good old days when the Marines actually had tanks.
M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO
Looking at the solenoid-powered M240 mounted in the nose turret of the "UAV-1."
The M240 as seen from the pilot's camera view while operating the UAV.
M242 Bushmaster Chaingun
The M3A3 Bradley and LAV-25 have mounted M242 Bushmaster chainguns as their primary weapons.
M242 Bushmaster Chain Gun - 25x137mm
The M242 as seen on the M3 Bradley.
Getting a view of the LAV-25's armaments.
An unusable Mk 38 Bushmaster can also be seen over the well deck of the USS Essex on Noshahr Canals.
German Ju 87 "Stuka" dive bombers have wing-mounted MG17s.
The muzzle end of a Ju 87's MG17.
MG34 Panzerlauf machine guns are mounted on Battlefield 1942 German vehicles, replacing the MG42s from the original game.
MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser
Looking at the various MG34s affixed to the Panzer IV.
Getting a closer look at the top-mounted commander's MG.
The iron sights are identical to BFV
MG42s are mounted in German emplacements on the El Alamein and Battle of the Bulge maps.
MG42 Machine Gun - 7.92x57mm Mauser
The MG42 atop the Sd.Kfz. 251 halftrack.
Mk 19 Grenade Launcher
The AAVP7A1 amphibious transport is available as part of Battlefield 3's USMC faction and has a Mk 19 grenade launcher alongside a Browning M2 mounted in its turret.
Mk 19 grenade launcher on vehicle mount - 40x53mm
The Mk 19 and M2 combo in the AAV's turret.