|Medal of Honor: Warfighter
||Medal of Honor
Medal of Honor: Warfighter (previously known as Medal of Honor 2) is a first-person shooter video game developed by Danger Close (EA LA) and published by Electronic Arts for the PC, Xbox 360, PS3 platforms. It is the fourteenth installment of the Medal of Honor series, officially announced on February 23, 2012, and a direct sequel to Medal of Honor. The game is built on Battlefield 3's Frostbite 2 engine and was released on October 23, 2012 in North America.
Zero Dark Thirty (USA) / The Hunt (Rest of the World) is a DLC that was released on December 17, 2012. It adds two new multiplayer maps and several new weapon attachments and camouflages.
As of February 2023, the game's multiplayer component and its servers have been shut down. All information about the game's multiplayer mechanics was correct before the multiplayer was defunct.
The following weapons are featured in the video game Medal of Honor: Warfighter:
Both the single-player and multiplayer aspects of the game correctly track +1 round in the chamber on all weapons and feature correct partially-full and empty reloads; also, when there are unfired rounds remaining, the player character always is seen retaining the magazine while inserting a new one. When reloading from a completely empty magazine, it is dropped to the ground. The +1 chambered round correctly does not apply to the AA-12 or belt-fed machine guns, as these are open-bolt weapons.
In Medal of Honor (2010) when using handguns, the player character would always pull back on the slide to release it after an empty reload: in Warfighter this practice is largely dropped in favor of the slide release lever on most handguns, but is still retained on the Glock handguns.
Both the single-player and multiplayer feature fire-selectors that are both functional and animated: the player character is seen moving the fire-selector to the correct position, as is rarely seen in games. Variable-magnification scopes are also featured, as well as scopes with a "piggyback" reflex sight on top, and Surefire RTS 45-degree canted iron sights used in conjunction with scopes. Reflex sights with swing-in/swing-out 3x magnifiers are included as well, but currently these can only be toggled in single-player.
The game notably features advertising deals with various weapon or accessory manufacturers, most obviously Trijicon, Larue Tactical, Magpul, Surefire, Vickers Tactical, and U.S. Optics.
The weapon allocation system in single-player gives the player two assigned weapons: a primary weapon such as a HK416 or SCAR-H, and a secondary weapon such as a SIG-Sauer P226, H&K MP7A1, or AA-12 CQC. Neither of these weapons can be traded away. The primary weapon has a moderately large but finite ammo supply, ammunition for it can be requested from certain NPC teammates. The secondary weapon is always equipped with an infinite supply of reserve ammunition.
Enemy weapons such as the AK-103, AKMSU, PKP, and Remington 870 can be picked up as tertiary weapons. When picked up they will have however many rounds were left in the magazine, and usually one reload's worth of reserve ammo. More ammunition for these can be acquired by walking over similar weapons, or at ammunition caches. Unlike the players assigned weapons, only about three reloads' worth for the AKs or 870, or one 100-round belt for the PKP, can be carried in reserve. These weapons cannot be kept in the player's inventory: equipping one of the assigned weapons or a laser designator will drop the tertiary weapon. Using a grenade or tomahawk, however, will not.
The weapon allocation system in multiplayer uses a standard two-slot system. The player carries a primary weapon such as an assault rifle, carbine, PDW, machine gun, or the AA-12. A backup weapon is carried, such as a HK45C, Glock 18C, or a 870 Breaching Shotgun. There are six character classes with their own specific traits: Assaulter, Demolition, Heavy Gunner, Pointman, Sniper, Special Ops. Each one can choose from its own assortment of highly customizable primary weapons. Backup weapons are assigned to the player based on character class, and cannot be chosen or customized.
Aside from the classes, the game also features 12 units from ten different nations: US OGA (Other Government Agency, a euphemism for the CIA), Canadian JTF-2, South Korean UDT/SEAL, Norwegian FSK/HJK, US Navy SEAL, Russian Spetsgruppa Alfa, Polish GROM, US Army SFOD-D, German KSK, British SAS, Australian SAS-R, and Swedish SOG. This combines to make 72 "soldiers" (12 units, each with 6 classes).
Each class technically has 12 primary weapon options, 1 for each unit; however, many of the "different" primary options are actually variations of the same (class-specific) primary weapon in different default setups and configurations. For example, the DDM4 V1 is used by three factions' Assaulters, but each of their DDM4 V1 has a different default customization setup. When the repeats are merged, every class only has four basic primary options.
Initially, some units and their associated primary weapon options are locked. These are unlocked via progression.
The game features a very deep weapon customization, comparable to Ubisoft's Ghost Recon: Future Soldier. Customizable parts are the optics, barrel assembly, muzzle, stock (referred to as "receiver group"), magazine, and paint job.
Like in single-player, the player's primary weapon has a moderate amount of reserve ammo, with exception of Support Gunners, who do not run out of reserve ammunition. More ammo can be requested from either the player's fireteam partner, or an allied Support Gunner. This does not cost anything from the player giving the supplies. Usable ammunition caches can also be occasionally found. Also as in single-player, backup weapons have unlimited reloads. Dropped weapons cannot be picked up in any circumstance.
The AR-15 style weapons (DDM4/MK18, HK416/C, and OBR 5.56), the AK family (AK-103/104, AKMSU, and the bullpup conversion), the M14 EBR, the AUG A3, and the SCAR PDW all have extra distinct empty/non-empty reload styles that vary depending on which SF faction the player has selected.
Bosic opens fire with a Glock 17 at TF Mako and Greko's men during the mission Old Friends. Later Sad al-Din is seen with a Glock 17 in the next mission; Bump in the Night.
3rd Generation Glock 17 - 9x19mm. Note the finger grooves, thumb reliefs, and accessory rail on the frame, which differentiate it from the older model.
Bosic tries to end the DEVGRU / GROM joint operation, but one of his goons pulls him away before Stump and the others could hit him. Note his pistol has no selector switch on the frame.
Sad al-Din with his Glock 17 drawn.
Another angle of al-Din with his G17, note the magazine doesn't appear to be fully seated (floating gun parts is a recurring issue throughout various Frostbite engine games). The al-Qaeda fighter accompanying him has an AK-103 with a Kobra sight.
Mother can be seen with a Glock 18 pistol for a brief second during the mission Hello and Dubai.
Glock 18 (3rd Generation) - 9x19mm
Mother pulls out a Glock 18 after shaking the pursuers during the mission Hello and Dubai
. His Glock appears to be fitted with a standard-size magazine. Note the front of the Glock's chamber is filed down, revealing it was modeled on a blank-firing prop. This also indicates this model is from Battlefield 3
The Gen 3 Glock 18C is the standard sidearm of the Sniper class in MP. Comes with a 33-round magazine by default, and due to a bug, the +1 round is not tracked for this weapon. Listed simply as "G18" in the game. Also, this is the only secondary weapon that has a usable selector switch.
Glock 18C (3rd Generation) - 9x19mm
The Glock 18C in the hands of a KSK marksman.
The Glock with its selector set to semi-auto.
Firing back in full-auto. The backplate rather oddly stays locked in place when it should cycle with the slide in reality. This same phenomenon occurs with the Glock 23.
About to perform a tactical reload.
Reloading with both 33-round mags pressed together.
Dumping out the extended mag when empty.
Releasing the G18's slide.
A 4th generation Glock 23 pistol is usable in-game. In Multiplayer, it is the sidearm of the Spec Ops class. It can be identified as a 4th Gen model by the texture on the grip and the fact that "Gen 4" can be seen written on the slide.
Glock 23 (4th Generation) - .40 S&W
Preacher with his Glock 23 in Pakistan.
Firing - again, note the odd quirk with the slide's backplate.
Performing a non-empty reload with the G23.
Loading in a .40cal magazine from empty.
The exposed .40 S&W round can be seen just briefly while the slide pops forward.
A Glock 23 is seen in the player character's hands as he wishes upon a falling plane. Note that the ammo capacity has been corrected since this screenshot was taken. The G23's sprinting animation also changed - here, the pose appears to be from BF3
, while in the released edition of Warfighter
it is held in a low-ready stance while sprinting.
Heckler & Koch HK45C
The HK45C is the secondary weapon of the Heavy Gunner class in MP, and is used by Stump in single player. Has a 8-round capacity in singleplayer, and a 10-round capacity in multiplayer. It is fitted with the extended barrel of the HK45CT model, but is actually based on a standard model as noted by the regular day sights.
Heckler & Koch HK45C with Threaded Barrel and 10 round magazine - .45 ACP
Stump with his almost Mk 24 Mod 0 HK45C at the beginning of Old Friends
Checking the HK45C's sights against the Bosnian fog.
Reloading with both magazines pinched together.
Dumping out an empty .45 magazine.
Thumbing the 45C's slide release.
The SIG-Sauer P226R is the sidearm of the Assaulter class (all nations) in MP. The P226R now has a 15+1 round capacity instead of the 18+1 seen in MOH2010, and is called "SIG SAUER P226". In the single-player campaign, a suppressed P226R is used by SEAL Team Six member Preacher for most of his missions.
Preacher shoots the guard with his own P226. During this animation the slide and the hammer of the pistol does not move, there are no casing ejecting, and the suppressor is not reducing the muzzle flash either. When the animation is over, the hammer automatically becomes cocked and the magazine capacity resets to 15+1.
Upon starting the game, the player is treated to a cinematic view of a P226 lying on a kit-out table at the main menu.
A SAS operator with the unsuppressed SIG P226 in multiplayer.
Aiming - the front post is just a bit high.
Firing the SIG. Note the moving hammer and ejected casing.
Reloading the P226 with both mags handy.
Inserting a fresh magazine into the P226 from empty.
Actuating the slide catch.
Vickers Tactical Custom 1911
In an extremely cool crossover between the worlds of firearm design and video games, EA DICE wanted "an “old school” combat handgun from an 'old school' Tier 1 Operator for a very specific character in Warfighter. And knowing that Larry has probably put more .45 ACP down range through the barrel of a 1911 than any other Operator walking the face of the earth, [they] requested a custom built Vickers Tactical 1911." As such, one of the usable weapons in the game is a 1911 pistol built exclusively for the game by Larry Vickers himself. It appears only in multiplayer where it is listed as "Vickers 1911". This is the sidearm of the Demolition class. Has a 7+1 capacity. In single player, one Vickers 1911 can be seen on Dusty's desk next to his computer.
As Vickers himself describes it, it "began life as a parts set from Wilson Combat, and in fact, they were instrumental in helping me get the gun built in a very short time frame. I essentially set the pistol up to what I felt a state of the art, serious use 1911 should be in the hands of a seasoned operator - a guy like me, who cut his teeth on the 1911, and wants a combat handgun with the latest improvements such as an integral light rail, night sights, and bulletproof components. I put some Vickers Tactical logos on it to help set it apart, including one on the custom VZ grips. With a durable matte black finish, the pistol turned out great!"
This 1911 also appears in Battlefield 4 and Battlefield Hardline without the Vickers Tactical logo, or Vickers in it's name. This is likely due to copyright reasons, as EA owned the design for the pistol itself, but Vickers Tactical only gave them use of their name and logo for use in Medal Of Honor: Warfighter.
Custom-built Vickers Tactical 1911 for Medal of Honor: Warfighter
- .45 Auto
Dusty's Vickers 1911 resting on his desk.
Another shot of Dusty's Vickers 1911 pistol.
An SFOD-D operative with the Vickers 1911 on top of a derelict Filipino gas station.
Aiming with the Novak-style sight.
Wrapping up a tactical reload with the .45.
Inserting a fresh mag into the empty Vickers pistol.
About to thumb the slide back into battery. The operator's thumb is nowhere near the slide release, he seems to be pressing the manual safety instead.
Sprinting with the 1911 with good trigger discipline. The HK45C uses the same animation, while the other pistols are simply held in a low-ready stance when running.
The Yarygin PYa / MP-443 is seen in a cutscene in the single-player level Changing Tides, where Sal al-Din takes it from one of his own men's holsters and proceeds to shoot another soldier in the chest with it. This is the only time it is seen throughout the game, and it is not usable.
Sal al-Din puts the MP-443 to al-Khalifa's face...
... and then shoots a guard with it. This gun was originally an M45 MEUSOC in the trailer (see "Other" section of this article).
al-Din with the MP-443 from another angle.
Heckler & Koch MP7A1
The H&K MP7A1 with a 40-round magazine is a Spec Ops weapon used by the US Navy SEAL, OGA, and ROKN UDT/SEAL factions. Like in many video games, it is listed simply as "MP7", even though it is clearly the A1 variant. An MP7A1 with flash suppressor and iron sights is the secondary weapon of Preacher in the missions Changing Tides and Rip Current.
Heckler & Koch MP7A1 with factory magazine and iron sights - 4.6x30mm
The MP7A1 out in a Yemeni village.
Aiming with the raised sights.
Removing a 40-rounder magazine.
About to load in a new one.
When empty, the user dumps out the empty magazine...
...slides in another one, and then trigger-fingers the bolt release. Note the "cash register" effect on the ammo counter.
Stump reloads his MP7A1 with an especially operator-style setup of a Micro T1, top mounted PEQ-15, and suppressor during the prelude of Bump in the Night
The AA-12 is unlockable with the Navy SEAL, SAS-R, and SOG Demolitions class. Can be used with a 8-round box mag or 12-round drum mag. It is correctly portrayed as an open bolt weapon and even shows the charging handle vibrating while being fired. Like the AA-12 in MW3, it is possible to attach a spare shell holder on the stock (even though it is a magazine-fed weapon).
Bizarrely, all the AA-12 barrel customization options in multiplayer include a FAB Defense AK-L handguard over the shotgun's forend. It has three barrel lengths available, ranging from the 13" CQB barrel and the 18" long barrel. A non-standard barrel in between both lengths is available in the "Standard Barrel Assembly" category, either with or without a SureFire M952V.
MPS Auto Assault-12 - 12 Gauge
Previewing an AA-12 in the paint menu - the default finish is an odd light beige with camo spots; the "UDT Gray" gives it a more normal looking finish and reveals the "AA-12" print on the stock. Also note that the drum mag simply phases through the table.
The long-barreled AA-12 in gameplay.
Aiming reveals its missing half the front sight bead. Not that it really matters with an AA-12.
Reloading the 12-shot drum mag.
Lining it up with the feeding guide.
About to pull the bolt back.
Stump with his AA-12 CQB in Yemen. Rather oddly, the reticle in the EOTech sight can be seen floating as a static hologram rather than how it should project only while actually looking through it.
Removing the box magazine - the magazine release in the triggerguard is actually being actuated here, a nice detail.
Charging the AA-12 with excellent trigger discipline.
Remington 870 MCS
The Remington 870 MCS fitted with a Trijicon RMR reflex sight is the secondary weapon of the Point Man class. Has a correct 3+1 capacity. In single player it is used for door breaching, but is also seen in hands of terrorists quite often. When reloading from empty, the player character will keep the action open, feed the first round through the ejection port, close the action, and then feed the remaining rounds through the loading gate. The Remington 870 and Benelli M4 had a similar reload animation in the previous game.
Remington 870 MCS in Breaching Configuration - 12 Gauge
Stump with an acquired 870 breacher in Sarajevo.
Aiming with the RMR sight.
Cycling the pump and ejecting a fired shell.
Pumping out the last shell on an empty reload.
Dropping in the first 12 gauge shell.
After chambering it, Stump stuffs three more into the tube magazine.
Stump breaching a door in the al-Qaeda training compound with the 870. During these sequences, it has no RMR sight.
Pumping out a spent breaching shell...
...and blowing out the doorknob for good, followed up by Voodoo tossing in a M84 flashbang.
For whatever reason, the RMR sits at the very back of the rail in multiplayer.
Aiming with the alternate sight picture.
Voodoo performs a door breaching with a 870 MCS shotgun.
In singleplayer, the AK-103 is used by many terrorists throughout the campaign. In multiplayer, it is the primary weapon of the OGA Point Man. A POSP 4x scope is available exclusively for this weapon.
The "AKM" of the single player campaign is actually an AK-103 with a wooden handguard and stock. This is noted by the 90 degree gas block, AK-74-style flash hider, lack of a strengthened receiver cover, and side folding (wooden) stock.
AK-103 with AKM style wood furnishings, similar to the one seen in Spec Ops: The Line
Promotional image of a Spetsnaz Alfa Group operator with an AK-103 fitted with a LaRue IronDot red dot sight - in the released game, this sight is only available on the AKU-94 variants.
An AK-103 posing as an AKM on the ground. Note the OBR 5.56's front and rear sights are in the wrong positions.
Reloading the "AKM": Stump uses a fresh magazine to press the mag release lever. The old magazine flies away with rounds still in it, even though the round counter says "0". Then he will insert the new magazine and tilt the gun to pull the charging handle (see below):
Preacher pulls the charging handle of his AK-103. Unfortunately the selector switch is set to safe, which blocks the bolt carrier from fully cycling and preventing the ability to chamber a round.
The AK-103 with the Surefire M83 handguards in multiplayer.
Aiming through the top rail's open space.
Holding up a magazine of heavy-hitting Soviet 7.62x39.
The AK-103 equipped with a BelOMO POSP scope.
The POSP's scope reticle.
Reloading an orange bakelite magazine - it does slightly clip through the POSP's scope cover.
The fire selector can be actuated while reloading, leading to this rather silly mix of animations where the user is barely holding on to the AK.
A Bosnian insurgent sniper using a POSP-equipped AK-103. For whatever reason, two models of the AK are in his hands.
The AK-103 can be turned into an approximation of an AK-104 via a barrel attachment; a fully accurate build is not possible because the AK-104 flash hider is not present in the game. In multiplayer, AK-104-configured "AK-103" rifles are the primary weapons of the GROM and Gruppa Alfa Point Man.
Holding an AK-104 build with wooden handguards.
Aiming with the short radius sights.
Setting the selector to full-auto, though the in-game modeling is actually in the safe position.
Speed-reloading the 104 from empty with another classic metal magazine. This animation is similar to the AEK-971/AN-94 reloads from Battlefield 3
Charging the AK-104, note the selector in the "auto" (safe) position.
Loading a heavy-hitter magazine into an AK-104 equipped with a Kobra on a BP-02 scope mount.
Chambering underhanded style.
In the singleplayer, the AKMSU first appears during Through the Eyes of Evil, the second mission (and game tutorial) of the single player campaign equipped with an Elcan SpecterDR variable scope as the primary weapon of a CIA asset codenamed "Argyrus", while camo-painted AKMSUs with Trijicon TA01NSN-RMR ACOG scopes and 40-round waffle-pattern magazines, are used by Preacher and Mother in the mission Finding Faraz.
In multiplayer, the AKMSU is used by Gruppa Alfa Demolitions. It was listed as "AKS-74U Suchka" in early footage, but is simply referred to as the AKS-74U in the actual release.
An AKMSU with a SRS02 sight and wire stock on the Paint Job screen. It appears to use the foregrip from an AMD-65
as its pistol grip.
OGA Asset codenamed "Argyrus" reloads his AKMSU fitted with a SpecterDR dual-purpose scope during the tutorial mission of the game. Note the significantly greater length of the 40-round magazine.
Preacher pursues Faraz while using an AKMSU rifle with a dual-purpose sight. This mission-issued AKMSU is the only one in the campaign with a 40-round capacity.
Preacher empty-reloads his AKMSU using the speed reload technique that is used on all AK variants in the campaign.
Reloading an AKMSU pilfered from an ISI agent. All acquired AKMSU in the singleplayer come with Kobra sights equipped.
Mother interrogates Faraz with his AKMSU. For whatever reason, his model is somewhat lower detailed, and missing the scope mount.
Mother and Preacher taking cover with their AKMSUs.
The AKMSU in the hands of a US Delta EOD character in multiplayer. Here it has the ribbed plastic upper handguard.
Aiming - the sights are a bit misaligned, with the front post high.
Working the fire selector while in ADS.
In multiplayer, most of the factions reload the AKMSU in a conventional manner. The bakelite magazine holds a correct 30-round capacity, but oddly, the metal magazine holds 40 akin to the extended waffle magazine seen in the campaign. Also note the ribbed plastic upper handguard, one of the available barrel customization options.
Pulling the bolt back underhanded style.
The AKU-94 bullpup conversion kit, fitted with the AK-103/104, is an available weapon in the game, known under the name "AK-103 Bullpup". In multiplayer, it is used by GROM and Gruppa Alfa Special Ops.
AKU-94 with polymer magazine - 7.62x39mm
A suppressed AKU-94 seen on the left "in the hands" of a German KSK operator. Note the PBS-1 suppressor, which is only appears in a non-functional state on the third person model.
The AKU-94 in the Paint Job selection screen with a steel magazine and empty rails on the forend.
Ditto, but this time as an AK-104/94 conversion with a foregrip and AN/PEQ-15 designator. It also has the bakelite magazine and some short strips of sling wrapped around the new stock and handguard.
A SAS operator observes some Somali graffiti with his AK-100 pattern bullpup.
Aiming - in reality, the original iron sights are too low to be really usable, hence the added raised sights in the actual AKU-94 reference image.
Reloading - another odd quirk, and the complete inverse of the AKMSU above, the orange resin magazine holds 40 rounds while the steel magazine correctly holds 30.
Turning the AKU over for an overhand rechambering maneuver.
Some of the factions empty-reload the bullpup by kicking out the old magazine with a fresh one. This animation was reused by DICE LA in Battlefield 4'
s OTs-14-1 Groza.
Aiming with the LaRue IronDot.
Bofors Ak 5C
The Ak 5C is used by the Swedish SOG Point Man in multiplayer.
A render of the Ak 5C from the official Medal of Honor: Warfighter
Customizing the Bofors Ak 5C rifle.
A SOG member with his standard Ak 5C.
Aiming with the Aimpoint CompCS. This is the standard sight used on the Ak 5C, though usually located further down the rail.
Reloading the waffle magazine.
Pulling up a suitably Nordic magazine of "Heavy Hitter" rounds.
Palming it into the magwell.
And running the action. Unlike the other Pointman class rifles, when going back to normal ammo the user just inserts a standard mag again without re-cycling the bolt to chamber normal ammo.
Equipping the "Standard Stock", "Standard Barrel", and "AK5C Iron Sights" (and optionally, the original STANAG magazine option) produces an approximation of the original Ak 5.
Bofors Ak 5 - 5.56x45mm NATO
A mockup of the Ak 5 with the improved variant's bolt release and front sight.
Using the Ak 5C-style sights.
Dumping out an empty STANAG.
Loading an also empty STANAG.
Rather dramatically smacking the bolt release.
Using the "Standard Stock + Cheek Riser" along with other Ak 5 parts produces an approximation of the Ak 5B DMR variant.
An Ak 5B-style build with an M145 sight and Swedish M90 camo finish.
Daniel Defense DDM4 V1
The Daniel Defense DDM4 V1 appears as the "DD M4V1" in the game. It is used by OGA, SAS, and ROKN UDT/SEAL Assaulters. It can mount an H&K M320 grenade launcher.
The "Close Quarters" Barrel Assembly uses a standard military 14.5" length barrel while the "Precision" assembly uses the civilian 16" carbine length. The actual "Standard" option appears to be a non-standard length in between the two.
Daniel Defense DDM4 V1 with DDM4 Rail 12.0 FSP, A1.5 rear sight, Magpul MOE stock, Magpul 30-round PMAG, and Daniel Defense vertical foregrip - 5.56x45mm
Customizing a DDM4 V1 rifle in the same configuration as the reference photo above, except for the foregrip is in a different spot and a SureFire M952V weaponlight.
A suppressed DDM4 V1 in the hands of a US Delta operative.
Aiming with the Daniel Defense rear sight and A2 front post.
Getting a clear look at the side of the receiver during the reload.
Tactical-reloading a M4 V1 with an M320.
Daniel Defense DDM4 MK18
The Daniel Defense DDM4 MK18 is used by JTF2, SAS, SOG, and SFOD-D Spec Ops operatives. It is listed as "DD Mk18" on the killfeed and as "Daniel Defense Mk18" during class selection. In the single-player campaign, it is SEAL Team Six member Voodoo's primary weapon in the missions Old Friends, and is used by Preacher in Unexpected Consequences and Shut it Down.
Daniel Defense DDM4 MK18 with Magpul MOE stock - 5.56x45mm
Voodoo with his DDMK18 during the meetup with the GROM team in Bosnia.
AOR1-clad MK18s in the final mission. A notable goof here is all of the NPC's carbines don't have suppressors, but still fire suppressed shots in gameplay.
Preacher aims his DDMK18 with a rather bugged vertical grip.
A DDM4 MK18 carbine in the paint job customization menu with a STANAG and Magpul BAD lever.
A rather barebones DD Mk18 in first person.
Aiming with the fixed iron sights.
Dumping out a green PMag.
A few of the factions will actually pull the charging handle when empty on AR variants, similar the OBR 5.56's ammo changing reload.
Another Mk18 with Magpul MBUIS in-game.
Clapping the bolt release.
A DD Mk18 with a bugged foregrip in the loadout menu.
FN SCAR PDW
The SCAR PDW appears as "Mk 16 PDW" in the game and is used by three different spec ops units; the OGA, FSK, and SFOD-D. It can use either a standard 30-round STANAG magazine or the low-profile 20-round magazine (using the smaller one will improve the weapon's handling/mobility). The game features the prototype version of the SCAR PDW which never went into production. The production version of the gun has a more lightweight stock and longer handguard covering the whole gas block.
FN SCAR PDW prototype with 20-round magazine - 5.56x45mm NATO
Stump with the SCAR PDW in Sarajevo, with the joint SEAL/GROM team.
Selecting the paint job for the SCAR PDW.
A two-tone SCAR PDW with iron sights in the "Shogore Valley" level.
Aiming with the SCAR iron sights.
Thumbing the fire selector.
Reloading a short 20-round magazine.
Clapping the bolt catch to rechamber the Mk. 16 PDW.
A customized SCAR PDW with a Surefire suppressor, RMR, and vertical grip.
Inserting a thirty-round STANAG from empty.
Here, the South Korean UDT operator thumbs the bolt release.
The FN SCAR-H with an ELCAN SpecterDR scope appears during the mission Connect the Dots, where it is the standard weapon of three TF Mako members; Stump, Dingo, and Voodoo.
Third Generation FN SCAR-H STD - 7.62x51mm NATO
Stump with the SCAR-H Mk.17 in Yemen. It has the standard FDE finish on the receivers, but all the other parts have a rather large format AOR1 camo scheme.
The ELCan's reticle as aimed at the sky.
Flicking the SCAR's selector - it has a moving animation, but never actually moves from the auto position.
Bringing up a new magazine during a reload, in a manner similar to BF3'
s SCAR-H reload.
Thumbing the bolt release. Note the "HM Combat Systems" and altered FN logo.
The third-person SCAR-H as seen with Voodoo. His only has some of the AOR1 pattern on the Spectre, and has the PEQ-15 on the side rail. It also has the rear sight, still flipped up and clipping in the optic's eyepiece.
Breach and clear with Dingo and his SCAR-H rifle fitted with an ELCAN SpecterDR scope with killflash attached. Note the selector on auto.
Heckler & Koch G3A3
In multiplayer, the Heckler & Koch G3A3 and variants are used by the Norwegian FSK/HJK, Russian Spetsgruppa Alfa, German KSK, and Swedish SOG Assaulters. They are listed as "Heckler & Koch AG3, HK G3 SPETSNAZ, Heckler & Koch G3KA4," and "Heckler & Koch AK4" respectively.
The game claims that the Swedish SOG Assaulter weapon is the Ak 4. That is not correct, because the real Ak 4 has a slightly longer buttstock, but the Ak 4 and G3A3 stock in the game have the exact same length (best visible when customizing the stocks). The same applies to the Norwegian AG-3, which also lacks the longer stock.
Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO
Customizing a G3A3 rifle.
A wood-furnished G3A3 in the ruins of a former Yugoslav arena.
The G3 has its rear sight set to the standard 100m notch.
Firing shows off the incorrect reciprocating charging handle.
Locking the G3's handle back when empty.
The user grasps the handguard again to tilt the rifle to the side...
...changes the magazine...
...and HK-slaps the bolt back into battery.
Heckler & Koch G3A4
Using the telescoping stock creates a Heckler & Koch G3A4.
Heckler & Koch G3A4 - 7.62x51mm NATO
Customizing a G3A4 fitted with a Micro T-1 red dot sight.
Heckler & Koch G3KA4
The Heckler & Koch G3KA4 can be built from the customization parts available in the game, combining the telescoping stock with the "AG-3 Lightweight Barrel"; the name is a misnomer, as the AG-3 is a full-length G3 variant in reality.
The game also features the misnamed barrel configuration "G3KA4 Heavy Barrel", which is a full-length barrel.
Heckler & Koch G3KA4 - 7.62x51mm NATO
Customizing a G3KA4 carbine equipped with a Trijicon TA11H-308 + RMR scope.
Reloading a G3KA4 build with a CompCS sight.
Heckler & Koch G36C
The Heckler & Koch G36C is a Spec Ops weapon usable by the SAS-R, FSK/HJK, and KSK teams. It appears as "HK G36" in the game, but the correct "G36C" designation is used on Battlelog.
Heckler & Koch G36C - 5.56x45mm NATO
Customizing the paint job of a G36C. When an optic is equipped, both the front and rear iron sight assemblies are removed.
An Australian SASR operative holding a basic G36C.
Using the default G36C iron sights.
Toggling the fire selector, though unlike the other weapons in-game, the lever is static and doesn't move.
Reloading - as with some of the AK variants, here, the taped magazine oddly holds 40 rounds.
Inserting a new mag from empty.
Heckler & Koch HK416
The Heckler & Koch HK416 is one of the main weapons in the game. In early release footage, the HK416 is seen fitted with Trijicon TA01NSN 4x32 ACOG scopes, KAC vertical foregrips, and most interestingly, SureFire 45-degree Rapid Transition backup iron sights.
In Single Player, the HK416 is used by Preacher, Mother, and the Light Reaction Battalion members during the mission Rip Current. Later it is also used by Greko and the other GROM operatives in Old Friends. In MP, the HK416 is used by the Navy SEALs, SFOD-D, and GROM Assaulters. It can mount a H&K M320 grenade launcher.
In multiplayer customization, the "Lightweight Barrel + VFG & PEQ-15" and "Lightweight Barrel + Contour Camera" options both use the short 10.4" barrel. The "Standard Barrel + 40mm Grenade Launcher" has a standard 14.5" barrel, and the "GREKO Heavy Barrel + M952V Light & PEQ-14" uses a M27 IAR-like 16" heavy barrel.
Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO.
Heckler & Koch HK416 with 10.4 inch barrel - 5.56x45mm NATO.
An HK416 (known as "HK 416" in-game) on the customization table.
The first thing one sees after starting the single player campaign: Mother emerges from the water with his customized HK416.
USMC Sergeant Xaysana with a unique HK416 in Shore Leave
, equipped with original RIS HK front sight and a mid-mounted XPS3 sight.
Preacher, Mother, and Filipino NAVSOG members armed with HK416's during the mission Rip Current
Polish GROM operator with HK416 in the E3 multiplayer trailer, fitted with M145 MGO and M320. Note the half-open ejection port cover. In reality, a spring actuates the cover; thus, it must either be completely closed or open.
An HK416 with the 10.4" barrel in multiplayer.
Aiming with the diopter sight; the PEQ-15 disappears here.
Another 416 with a kitted-out 16" upper receiver.
Reloading with two taped STANAGs.
The tacticool reload with PMAGs on a GROM-style 416D.
The fresh PMag isn't actually fully inserted by the end of the animation.
Heckler & Koch HK416C
The Heckler & Koch HK416C is used by JTF-2, KSK, GROM, and SAS Demolition in multiplayer. It is possible to extend, collapse, partially collapse, or remove the stock. Interestingly, fully or partially extending the stock will give the same results.
The in-game model is more of an approximation made from the same 10.4" HK416 above, as it has the same barrel and handguard (without the distinctive Heckler & Koch UMP-like handstop and shorter handguard and barrel. The lower receiver also lacks the guiding loops for the wire stock.
Heckler & Koch HK416C carbine with 9" barrel - 5.56x45mm NATO. Note the barrel length and handstop compared to the model in-game.
Customizing a HK416C ultra-compact carbine.
An American operative equipped with the HK416C on Hara Dunes.
Reloading with a taped PMag.
Palming the bolt release on the empty reload.
LaRue Tactical OBR 5.56
The LaRue Tactical OBR 5.56 is prominently featured in the game, being the gun wielded by Preacher on the game cover. In-game, the weapon is by default fitted with a Magpul CTR stock with LaRue RISR and POD, LaRue Grip Adapter Panels, Magpul PMAG, Troy rear BUIS, and a Trijicon TA01NSN-RMR 4x32 ACOG scope.
In singleplayer, an OBR 5.56 with red dot sight and magnifier is used by Stump in Shore Leave. In the multiplayer, it is the standard weapon for US Army SFOD-D, US Navy SEAL, German KSK and Canadian JTF-2 Pointman Class. In MP, the gun is limited to semi-automatic fire, making it the only assault rifle without a working selector switch.
In multiplayer, it has a 12" barrel upper receiver under the "Lightweight Barrel + Handstop" option. The 16" barrel is used with the "Standard Barrel" and "Standard Barrel + M952V + M900V" (the latter is still grouped as a CQ Barrel). The "Standard Barrel + Contour Camera & Foregrip" and the two "Precision Barrels" use the 18" length barrel.
LaRue Tactical OBR 5.56 with Magpul CTR stock, Magpul PMAG, and a 16" barrel - 5.56x45mm NATO
Customizing an OBR 5.56 rifle. Note how the selector is set to where "Auto" would be if the gun in MP was select-fire.
TF Mako member Stump flips up the 3x magnifier to engage the Somali pirate conveniently camping in the lighthouse.
Promotional image of Tom "Preacher" with an OBR 5.56 rifle, which was used as the game's coverart.
Stump with his OBR 5.56 in Mogadishu, with the magnifier swung off to the side.
Toggling the fire selector results in it somehow impossibly flicking to the 10-o-clock position. In singleplayer, all fire selectors have a movement animation but don't actually move to their corresponding positions. Another humorous bug is that when the game initially released, this OBR's Magpul MBUS were reversed, with the front sight mounted in the rear's position. This was rectified in one of the game's few patches.
A short barreled OBR 5.56 with Troy BUIS that's simultaneously folded and unfolded at the same time. The folded sights are part of the short barrel customization, which looks cool when paired with an actual optic but obviously broken if iron sights are actually selected.
The Troy's sight picture.
Reloading with two aluminum mags sandwiched together.
An OBR 5.56 with a rifle-length barrel and a stacked ACOG scope.
Aiming with the ACOG's ballistic reticle.
Mashing the bolt release with some seriously double-jointed fingers.
Pulling up a dark PMag of Black Hills "Heavy Hitter" rounds.
...and rechambering the OBR.
OBR 5.56 render from Battlelog.
The M14 rifle in an EBR stock (listed as the "EBR") is unlockable with the SAS-R and JTF-2 Assaulters. It only has the single gas block assembly and lacks the stabilizer of the Mk. 14 Mod 0 EBR variants, although the latter's shorter 18" barrel is available with the "Lightweight" barrel assemblies. The "Standard" length appears to be about 20", and the "Precision" barrel is the standard 22" length.
M14 with Sage stock - 7.62x51mm NATO
Mk. 14 Mod 0 EBR - 7.62x51mm NATO
The "EBR" about to be picked up from its paint selection overview.
A vanilla style Mk. 14 EBR in-game.
Working the fire selector with a similar animation to the AKs.
One of the two empty reload animations for the Mk. 14, where the user scoops out the old magazine with a new one.
Overhand charging the EBR. As with Battlefield 3
, the charging handle does not lock back.
The normal reload of a modified Mk. 14.
The EBR's other empty reload, where the empty magazine is removed normally.
Loading in a new loaded mag.
Under-hand charging the battle rifle.
Steyr AUG A3
The Steyr AUG A3 is used by the Australian SASR, Norwegian FSK/HJK, and British SAS Pointman Class. In-game, it is referred to by the Australian designation "F88". The AUG's unique Swarovski scope is available, and replaces the top rail when equipped.
The standard barrel option is the 16" barrel, the SASR Heavy Barrel option is the 20" barrel, and the SAS and FSK short barrels appear to use a non-standard 14" carbine barrel.
Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO
Grabbing an ACOG-equipped AUG from the paint selection. Iron sights are not available for this weapon.
The "F88" AUG with the classic Swarovski scope and a tan stock.
Aiming with the open circle crosshair reticle.
Performing a standard reload with the AUG. For most factions, the empty reload is similar, with the charging handle pulled or the A3 bolt catch smacked.
However, the GROM Pointman will push out the empty waffle mag with a new one.
The 42-rounder also has a unique animation.
About to slide in the long plastic magazine.
And again, smacking the bolt release.
Here, a SAS operative locks the bolt back while changing ammo.
Smacking the skull Heavy Hitter magazine on the stock before inserting it.
Steyr-slapping the charging handle and the bolt back into battery.
FN M240B / M240L
The M240B is mounted on the MUSA UGV used in the second and final missions. In multiplayer, it is unlocked with the FSK/HJK, Navy SEALs, SFOD-D, and SAS. It appears as the "M240 FSK/HJK, M240L, M240 Mk43 Mod1," and "M240b" respectively. The "M240 Mk43 Mod1" designation is inaccurate; in reality, the Mk 43 Mod 0/1 is an upgraded M60 machine gun and has nothing to do with the M240 series. The SAS variant comes standard as an actual M240L and the SEAL's an M240B; their stocks are mis-identified in the Receiver Group customization.
The real M240L barrel is listed as the "Lightweight Barrel;" the "Standard" barrels use a nonstandard intermediate length and the "Precision" barrel length is a standard M240B 24.8" barrel.
M240L - U.S. Army's lightweight variant - 7.62x51mm NATO. This version is fitted with M145 ELCAN scope.
The Norwegian M240 with a Minimi Para stock. There is an actual Swedish Ksp 58 variant that used the same stock.
The SEAL M240L with a Specter scope.
The "Mk 43" Delta version with a TA11H-308.
And the SAS stand-in for an L7, fitted with a TA648 + RMR.
Equipping an M240 machine gun with the aid of the carry handle.
An M240B in the hands of a Canadian JTF machinegunner.
Locking the bolt back at the start of a reload.
Popping open the top cover.
Reloading with a new 7.62 NATO belt bag.
Deploying the M240's bipod. Note the Task Force Atlas patch on the character's shoulder.
Lying in the prone position - note the user's left hand grasping the stock.
Clearing a jam on an overheated M240.
Mk 46 Mod 0/1
Five FN Minimi variations appear as individual weapons in the game, used by heavy gunners of various factions. They use the names of four different Minimi variants (one weapon having a hybrid name, and the M249 being used on two weapons): the Mk 46 Mod 1, the M249, the Daewoo K3, and the Ksp 90 (a licensed FN Minimi made by Swedish company Bofors). All of them however use a base model of a Mk 46 Mod 0/1, as they all lack a STANAG magazine well. The base forms of all these individual weapons feature modifications to make the Mk 46 resemble their intended weapon. These modifications can also be fitted to the other Minimi variants as customization options, allowing for all kinds of name-form mismatching. A standard M249 plastic stock is also available as a customization option.
No matter the weapon, all the weapons below are listed as "M249" on the in-game killfeed and BattleLog.
The five in-game weapons are as follows:
- "M249 Mk 46 Mod 1": Used by the American OGA. Base form features the Mk 46 Mod 0 heat shield (which the in-game customization also incorrectly attributes to the Mk 46 Mod 1), angled carry handle, and collapsed paratrooper stock. The Mk 46 railed handguards also have the pintle mounting hardware from a standard Minimi/M249.
- "M249 JTF-2": Used by the Canadian JTF-2. Base form features the Mk 46 Mod 1 heat shield, angled carry handle, and HK416 stock.
- "M249 GROM": Used by the Polish GROM. Base form features the Mk 46 Mod 0 heat shield, angled carry handle, and M4-type Rapid Fielding Initiative telescoping stock.
- "K3 SAW": Used by the Korean ROKN UDT/SEAL. Base form features the K3 hand guard, Minimi-style 90-degree carrying handle (which, as a customization component, is bundled with the K3 handguard), M249-style front sight, and extended paratrooper stock (which is a completely different customization option from the collapsed paratrooper stock used on the "M249 Mk 46 Mod 1").
- "Ksp 90": Used by the Swedish SOG. Base form features FN Minimi hand guard with side rails, the same 90-degree carrying handle as the K3, and FN Minimi side-folding stock. Its barrel assembly lacks the pintle mount that Ksp 90s typically have.
FN Mk 46 Mod 1 - 5.56x45mm NATO
FN Mk 46 Mod 0 - 5.56x45mm NATO
- M249 Mk 46 Mod 1
The OGA Mk 46 with its stock swapped for the RFI variant.
The GROM variant dressed up as a more typical Minimi with the original clubfoot stock and heat shield from the JTF model.
A Mk 46 with the M249-length barrel and standard heatshield + SureFire M900A grip on Hara Dunes.
Reloading - the charging handle is always pulled first.
Popping open the top cover.
Latching in another belt box.
Feeding in the linked 5.56 belt.
- M249 JTF-2
The JTF-2 Mk 46 set up to somewhat vaguely match an actual Canadian C9 with the basic Minimi barrel assembly. Note the rather odd mix of an HK416 stock on a FN Mk 46.
- K3 SAW
Daewoo K3 Para - 5.56x45mm NATO
The pseudo K3 Para with the collapsed stock option.
- Ksp 90
FN Minimi with 200-round ammo drum - 5.56x45mm NATO
Lastly, a basic Swedish Ksp 90 setup with the original FNC-style stock.
Heckler & Koch MG4
In singleplayer, the Heckler & Koch MG4 is used by Stump during the AH-6 ride at the start of Connect the Dots and is also carried by TF Mako member Tick during the same mission. In multiplayer, it is unlocked with the Australian SAS-R Heavy Gunner. A G36V-style combination carry handle and 3x sight is available exclusively for this weapon.
Heckler & Koch MG4 - 5.56x45mm NATO
Heckler & Koch MG4 with 4x scope/carry handle assembly - 5.56x45mm
Customizing the MG4. The standard-length barrel comes with an AN/PEQ-15 laser designator.
Patrolling a village in the Shogore Valley with the Hensoldt-scoped MG4.
The reticle of the MG4's scope.
Charging the MG4 at the start of a reload.
Reloading a 150-round belt box.
Unjamming an overheated MG4.
Tick with his MG4 in Connect the Dots
. His has a unique heat shield.
Heckler & Koch MG4KE
The compact MG4KE is unlocked with the German KSK Heavy Gunner. An even shorter barrel (with the muzzle device just ahead of the front sight) and a no stock option are included with the Map Pack 1 DLC.
Heckler & Koch MG4KE - 5.56x45mm NATO
The MG4KE in the customization section.
An MG4KE with the standard iron sights.
Reloading - latching in a new ammo sack.
Setting the belt in place.
Closing the MG4's top cover.
The PKP Pecheneg is usable by the Russian Spetsnaz Alfa Group. It is also the only enemy man-portable machine gun to appear throughout the single-player campaign.
The sights are not zeroed properly when using a bipod; the player has to aim lower than the intended target with the iron sights and aim higher when using the optics.
PKP Pecheneg - 7.62x54mmR
A PKP in the customization screen.
Equipping the PKP with the aid of its distinct carry handle/heat shield.
The Pecheneg in the hands of a British support gunner.
Aiming with the iron sights misaligned, similar to the AKMSU.
Working the charging handle at the start of a reload.
Popping open the top cover.
Handling a new belt box. As with BF3
, the reload is done entirely with the right hand.
Closing up the PKP after setting in the new belt.
Clearing a jam on an overheated PKP.
Here, a Russian gunner deploys the bipod out on the ground.
The Pecheneg in its deployed state.
It is possible to fit the Pecheneg with a wooden stock and PKM-style carrying handle, creating an approximation of the PKM.
PKM with latest version of flash hider - 7.62x54mm R
The PKP with a wooden stock and a PKM barrel and carrying handle.
Bringing up the psuedo-PKM - the operator still grasps where the Pecheneg's handle should be rather than the wood handle.
The PKM in Sarajevo. It isn't the true classic though as it still uses the same barrel mounted bipod of the PKP.
The iron sight picture is a bit different due the change in carry handle.
Slapping the 7.62x54R belt in place during the reload.
LaRue Tactical OBR 7.62
The LaRue Tactical OBR 7.62 is featured in the game as the main sniper rifle of the Delta Force and SAS-R factions. Stump and the other SEALs use OBR 7.62 sniper rifles during the short mission Hat Trick.
LaRue Tactical OBR 7.62 with scope and Harris bipod - 7.62x51mm NATO
Stump fires his LaRue OBR 7.62 during the mission Hat Trick
, which appears to be fitted with a "Hollywood" sound suppressor. It is worth noting that during the real hijacking of the Maersk Alabama, the SEALs were using Mk 11 Mod 0
LaRue OBR 7.62 in Paint Job selection menu.
A fairly basic LaRue OBR 7.62 in hands of a Delta sharpshooter.
Dumping out an empty SR-25 magazine.
Deploying an OBR 7.62's bipod out in Yemen.
Reloading the deployed OBR - note the character's right hand below the magwell.
Reaching around the magwell to chamber the OBR.
The McMillan CS5 sniper rifle is usable by the FSK, SAS, and OGA factions. Stump uses a CS5 rifle during the mission Old Friends.
McMillan CS5 with suppressor and bipod - .308 Winchester
The McMillan CS5 in the customization menu.
An Alfa Group sniper with a McMillan CS5.
The view through the U.S. Optics ST-10 MOA scope.
Cycling the CS5 from aimed state, which shows the ejected cartridge.
Pulling the bolt back during the empty reload.
Dumping out the spent magazine.
The reload as seen in the deployed state; it is similar the OBR 7.62's deployed reload animation.
The McMillan TAC-50 heavy sniper rifle is also usable in the game. It is used by GROM, KSK, and JTF2. It is the only rifle in the game capable of one-shot-killing an enemy in the waist at full health.
McMillan TAC-50 without optics - .50 BMG
The McMillan TAC50 in the "My Gun" menu
McMillan TAC50 in Paint Job customization screen
Shouldering the massive MacMillan TAC-50. Here it has a rather undersized SureFire suppressor that somehow reduces the sound signature to the same levels as the other sniper rifles in-game.
The TAC-50, fittingly wielded by a JTF-2 sniper.
Aiming with the U.S. Optics ST-10.
Working the TAC-50's massive bolt. The spent casing can be seen just behind the scope.
Removing an empty magazine - here, the magazine release can be seen being explicitly used.
Lining in another .50 mag.
The McMillan TAC-300 is used prominently by Stump at the end of the mission Shore Leave where he must neutralize a number of RPG-toting Somali pirates before they can shoot down an American helicopter. Unlike most games, the player must compensate for wind and bullet drop when firing.
McMillan TAC-300 with 8x40mm scope, Harris HEBR Swivel bipod, and Dark Earth finish - .300 Winchester
A US Navy SEAL operator with McMillan TAC-300 in the E3 multi-player trailer, fitted with Harris HEBR Swive bipod.
A SAS marksman with the TAC-300 in Yemen.
Aiming the TAC-300 at the sky.
Working the bolt from the scope view.
Aiming with the canted backup iron sights.
Again, cycling the bolt from this angle - note the lack of a primer detail on the spent .300 Winchester casing.
Performing the left-handed tactical reload on the McMillan.
The right-hand reload as seen when empty.
Deploying the Harris bipod.
Heckler & Koch M320
The H&K M320 can be fitted on the HK416 and Daniel Defense DDM4 V1 rifles.
Heckler & Koch HK416 with M320 grenade launcher - 5.56x45mm NATO / 40x46mm
Switching to the M320 - the operator flips up the iron sights...
...and flicks off the safety.
Despite taking the time to flick out the sights, aiming is simply done by the game's crosshair.
A sawn-off M79 grenade launcher with a spare grenade is the special ability of the Assaulter class. It appears to be based on the cut-down M79 "Pirate Pistol" that was seen in use with Navy SEALS around the time this game was developed. It is replaced with the M320 launcher if players choose to equip that on the DDM4 V1 or HK416.
M79 grenade launcher - 40x46mm
Similar to Bad Company 2: Vietnam
, the operator unfolds the rear sight when pulling out the M79. It appears to use the leaf sight from a M203 grenade launcher
A German KSK assaultier with his vintage Thumper.
Aiming simply brings the M79 in closer and changes the crosshair to a simple graduated reticle.
Opening up the M79's action as the fired shot explodes in the background.
Dramatically tossing out the spent casing.
Sliding in a new one before closing the M79 up.
M203 Grenade Launcher
The MUSA combat UGV used by Stump in Somalia and Preacher in the finale has four M203 grenade launchers and a M240 machine gun mounted on it. It is also available as a high scorestreak reward for the EOD class in multiplayer.
M203 grenade launcher - 40x46mm
The MUSA bot with its M240 and M203 tubes in the final mission.
Milkor MGL Mk 1S
The MGL Mk 1S is the first offensive score streak of the Demolition Class (all nations). Referred to as "M32". It is possible to get 6 additional grenades from a buddy, however the reloading animation will be done off-screen.
Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
The player character holds an MGL Mk 1S launcher.
Aiming down the OEG reflex sight of the MGL.
Mk 153 SMAW
The Mk 153 Mod 0 SMAW with a spare rocket is the second offensive score streak of the Demo class (all nations). One SMAW must be used by Preacher during the intro level to take out an enemy helicopter.
The Mk 153 Mod 0 SMAW before being fired.
Preacher with a SMAW shouldered at the end of the opening mission.
The iron sights of the SMAW.
Reloading an 83m warhead.
RPG-7 launchers are used by various enemies throughout the single player campaign, but is not normally available to the player. However, it can be acquired by exploiting a glitch in the mission Old Friends. A Bosnian RPG-gunner will appear next to the van in front of the UN building during the sniper segment at the beginning - once shot, he drops his RPG-7. If one keeps an eye on the dropped launcher in between engaging other targets, it shouldn't despawn, and can be acquired during the assault on the tower. It is fairly buggy as it isn't intended to be acquired normally.
A Somali pirate tries to take out a Little Bird with his RPG-7. This view is through the scope of Stump's TAC-300 sniper rifle.
The rear sight isn't really in place, so aiming just places the front sight in the middle of the rear leaf.
Sliding in another rocket - as it appears to be a haphazard port of the RPG from BF3
, the animation isn't completely synced so the rocket slides ahead of Stump's hand.
The warhead fully seated.
General Dynamics GAU-17/A
A General Dynamics GAU-17/A Minigun is usable for a short time during the mission Rip Current, when the player switches to Stump and covers Preacher and the other TF Mako members from the air. It is also mounted on Black Hawk helicopters in MP.
General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO
Stump engages some terrorists with the GAU-17/A.
... Then "zooms in" on an abandoned car, hoping that the explosion will take out multiple tangos quickly.
View of the GAU-17/A in multiplayer. This is the Black Hawk transport score streak, which is very similar to the Chopper Gunner seen in the Call of Duty
series, however there are some differences: For example in MOHW
, the Black Hawk isn't moving and the player cannot choose where it will spawn, and the barrel of the GAU-17/A can overheat. The player can also be easily killed with bullets, since most of his body is exposed while manning the MG.
Covering a bomb site with a GAU-17/A machine gun.
General Electric GAU-8/A Avenger
The General Electric GAU-8/A Avenger was seen in the E3 multiplayer trailer, mounted on an A-10 Thunderbolt II.
A-10 firing the Avenger in the E3 trailer.
KPV heavy machine gun
KPV heavy machine guns are seen in unused ZPU-2 systems installed on the back of technicals, found in both the campaign and multiplayer.
KPV heavy machine guns in ZPU-2 dual anti-aircraft mount - 14.5x114mm
Looking at a ZPU-2 in the Finding Faraz
M134 Miniguns are mounted on Little Bird helicopters in both SP and MP.
General Electric M134 - 7.62x51mm NATO
After Voodoo and Stump taking care of the RPG-toting pirates, a Little Bird arrives to Somalia to clean up what is left of the enemy forces.
A Little Bird clears a path for Task Force Mako during the mission Connect the Dots
M230 Chain Gun
M230 Chain Guns are mounted on AH-64D Apache Longbow helicopters visible during the opening of the level Shore Leave. M230's are also featured in MP, mounted on Apaches.
Hughes/Alliant Techsystems M230 30mm Chain Gun
AH-64D Apaches during the mission Shore Leave
Close-up of an Apache through Stump's scope.
Mk 19 grenade launchers are seen mounted on zodiacs during the missions Shore Leave and Rip Current. It is usable in multiplayer as a deployable tripod-fired weapon, by the "Heavy Gunner" class.
Mk 19 grenade launcher - 40mm
A Mk 19 manned by a Marine during the ride into Somalia.
Preacher using the Mk 19 during the RHIB escape at the end of Rip Current
Mother using the Mk 19 after trading places with Preacher.
Unusable ZU-23-2's are seen on numerous multiplayer maps. It is also featured in SP.
A Glock 23 and a pair of Canadian gloves observe a ZU-32-2.
Grenades & Mines
AN/M8 HC smoke grenade
Enemies use AN/M8 HC smoke grenades at the hockey rink during the mission Old Friends.
An AN/M8 smoke grenade on the main menu background reel.
Close-up of an AN/M8 smoke grenade, with the safety pin and lever still on.
M67 Hand Grenade
The M67 hand grenade is used by the Assaulter and Spec Ops classes.
M67 fragmentation grenade
A M67 grenade and a kitted-out HK416 on a loading screen. The 416 has a Troy rear sight, something not seen in-game.
Stump about to throw an M67 hand grenade.
M84 Stun Grenade
The M84 stun grenade is simply called the "Flashbang" or "FB" and is used by the Point Man class.
TF Mako member Dingo tosses an M84 stun grenade into the room after Voodoo had taken care of the door with a crowbar.
Throwing an M84 flashbang.
M86 Pursuit Deterrent Munition
The M86 Pursuit Deterrent Munition is used by snipers in MP. It is issued in pairs. The mine has a limited life and will self-destruct after a few minutes. Placing a jammer can also detonate enemy PDM's.
A FSK/HJK sniper looks at a deployed M86 PDM.
V40 Mini Grenade
V40 Mini Grenades are used by the Heavy Gunner class. Three V40's are thrown at a time, resulting in a wider blast radius than the M67.
A Canadian Heavy Gunner throws a cluster of V40 Mini Grenades.
The V40 cluster detonating with some spectactular flash.
Sad al-Din uses an AK-74 rifle in the cutscene at the end of Hello and Dubai. It appears to be the model from Battlefield 3.
AK-74 with synthetic furniture - 5.45x39mm
al-Din with the one-off AK-74. The tape on the magazine indicates it is from BF3
FN M249 SAW
While the main game's M249/Minimi/K3/etc. are all based on a Mk 46 Mod 1 base model, an actual M249 SAW with its STANAG magazine well appears in a promotional image, as it reuses the M249's model from MOH2010.
M249 with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, ACOG scope, and 100-round cloth ammo bag - 5.56x45mm
A Tier 1 operator uses a FN M249 SAW with Eclan M145 MG optic. Note the anti-reflective filter installed on the Elcan.
Lee-Enfield No. 1 Mk. III
A SMLE rifle is seen in an old photo on Dusty's ops board.
Lee-Enfield No. 1 Mk. III - .303 British
The SMLE in a photo that appears to be from WWII.
M40A3 Sniper Rifle (possibly cut)
An M40A3 can be seen in one of the trailers being used by SEAL Team Six member Preacher. This scene in the final game has the M40 replaced with a TAC-300.
M40A3 sniper rifle with Harris bipod - 7.62x51mm NATO
In pre-release footage, Preacher can be seen manning the M40A3 while Mother spots for him. Notice the bulkier stock and lack of a detachable box magazine, differentiating it from the TAC-300 in the final game.
M45 MEUSOC (Cut)
A terrorist leader executes one of his own men with an M45 MEUSOC in the Official Announce Trailer, and reuses the exact model from BF3, as a temporary stand-in. In the final game, the gun used in this scene is an MP-443, while a different 1911 variant is a usable weapon. The M45 is not included in the final game.
MEU(SOC) Pistol - .45 ACP
A close up of the pistol as the hostage is shot.
Khalifa is threatened with the M45. Note how the hammer is in the decocked position. The pistol would not fire in this condition.
The PKM was seen on various promo images and wallpapers posted on the official web site and Facebook site of the game. This weapon is not seen in the actual game, but the player can customize the PKP Pecheneg with the PKM's furniture.
PKM with latest version of Flash hider - 7.62x54mm R
Image from the official MOHW