|Join our Discord!|
|If you have been locked out of your account you can request a password reset here.|
Rainbow Six: Vegas 2
Tom Clancy's Rainbow Six: Vegas 2 is a first-person tactical shooter, the 2008 sequel of Rainbow Six: Vegas. All the weapons and features from Vegas 1 return, along with various new ones: The player is now allowed to sprint for a short distance, customize his character much more deeply, and can use new weapons and attachments. The game correctly tracks the +1 round in the chamber for closed-bolt weapons, and most weapons feature usable fire-mode selector switches with correct firing modes. New to the game is the "Persistent Elite Creation" system, wherein players can modify their character how they see fit, with new levels available in both the typical experience/rank system (unlocking new options for armor and clothing for the player character) and the "ACES" system (unlocking new weapons). ACES points are split between Marksman (kills made at long ranges, with headshots, while on a rope or against enemies on a rope themselves, which unlock sniper rifles and pistols or assault rifles that emphasize long-range accuracy), Assault (kills with explosives, by shooting an enemy through cover, or on enemies utilizing ballistic shields or a mounted machine gun, which unlock machine guns and more powerful pistols or assault rifles), and CQB (kills at short ranges, from behind, on enemies whose vision is impaired, or while blind-firing, which unlock shotguns, submachine guns and machine pistols).
The following weapons appear in the video game Rainbow Six: Vegas 2:
Handguns act as tertiary weapons in the single-player campaign or terrorist hunt, and as secondaries in competitive multiplayer. Handguns can be used in conjunction with a riot shield (which is the last unlock for CQB points), or while rappelling on a rope. Pistols can be modified with high-capacity magazines or laser sights on top of a detachable suppressor. All pistols have unlimited reserve ammunition in all game modes.
The Beretta 92FS appears in the game as the "92FS", and can be fully modified. It is the fourth weapon unlocked with Marksman points from the ACES system. It can be seen as the sidearm used by the LVPD SWAT officers and terrorists in the game. Interestingly, the in-game 92FS has a skeleton hammer as opposed to the standard ring hammer. Also note that in all of the screencaps below, the safety switch is on.
The Glock 18C appears in the game as "G18" and can be modified with a laser sight and high capacity magazines, but no suppressor (as the compensator cuts in the barrel would make such an addition quite useless), as the fourth weapon unlocked through CQB points. It is used as a sidearm by some terrorists, and is Gabriel Nowak's sidearm of choice. It features a full-auto fire mode unique among the pistols of the game. Its standard magazine is a 10-round low-capacity civilian magazine. Using the extended magazine attachment swaps those mags out for standard capacity 17-round mags. The real world model used for the gun in the game is a KWA airsoft G18C, which is attested to by the built in compensator on the top (only seen in the airsoft gun) and the lack of engravings. An interesting note about this gun is that when it is fired the breach is never opened, rather the integrated compensator open up and releases the spent casings (this is of course not the case with the real weapon). The situation gets stranger given the fact that a much more accurately modeled G18C was used in a previous Ubisoft game, Ghost Recon Advanced Warfighter 2, which even had an appropriately-shaped muzzle flash for its compensator port.
Heckler & Koch Mark 23 Mod 0
The Heckler & Koch Mk 23 Mod 0 appears in the game as the "MK.23" and can be modified like all the pistols. It is the most popular pistol on online servers, owing to it being the most powerful of the three starting handguns. In game it is the standard sidearm used by the Rainbow team. Riot shield terrorists are seen exclusively carrying this pistol. The Mark 23 is one of the pistols that is used in every Rainbow Six video game; in the novels, it became Rainbow's sidearm during the events of Dead or Alive.
Heckler & Koch USP40
The Heckler & Koch USP40 appears in the game as the .40 caliber variant "USP40", returning from previous Rainbow Six games as one of the starting handguns, and can be fully modified. It is used by some of the Rainbow operatives.
IMI Desert Eagle Mark I
The IMI Desert Eagle Mark I appears simply as "Desert Eagle" in the game, and is the second weapon unlocked via Assault points. It can be modified with a laser sight and high-capacity magazines, but cannot accept a sound suppressor. It incorrectly holds 7 rounds (suggesting that it is the .50AE Mark XIX), despite this particular model being only chambered in .357 Mag and having a 9-round capacity (the high-capacity mags attachment fixes this). It is the side arm of some terrorists in game (Miguel Cabrero carries two, as he drops one, and then tries to pull another out - bad idea when at gunpoint).
Taurus Raging Bull
The Taurus Raging Bull revolver appears in the game as the fifth weapon unlocked with Assault points, it can only be modified with a laser. Despite being a sidearm, it is used as a main weapon by some of the terrorists in game. The one used in the game is most likely chambered for .44 Magnum due to its 6-round cylinder capacity and massive power.
The Walther P99 is the only new usable sidearm in the game, and is one of the three beginning handguns alongside the USP and Mark 23. It is chambered in .40 S&W and holds 12+1 rounds. Can be modified like all the pistols. It is (quite rarely) seen in terrorist hands.
Submachine guns offer high cycling rate, good range and damage, but terrible accuracy when blindfiring. Submachine guns can be modified with a suppressor alongside a reflex scope, ACOG, rifle scope, laser sight or high-capacity magazine, unless noted otherwise.
Brügger & Thomet MP9
The Brügger & Thomet MP9 is in the game as the "MP9", as one of the starting SMGs that can be modified with everything.
Sa. Vz. 83 Skorpion
The Sa. Vz. 83 Skorpion appears in the game as the "Skorpion VZ83" chambered in .380 ACP, and can be modified with everything except for the ACOG, and is the seventh weapon unlocked through CQB points. It is occasionally used by terrorists in game. The PC version allows for semi-auto fire as well as the default full-auto option, but the sights become misaligned in first-person after a single shot in this mode until the weapon is un- and re-aimed.
FN P90 / P90TR
The FN P90 is in the game, as the fifth weapon unlocked through CQB points, and can be modified with everything except the extended magazine. Has an incorrect 3-round burst fire option. Like in Vegas, the P90 turns into a FN P90 TR once a reflex sight, ACOG or rifle scope gets mounted on it. Occasionally, terrorists will be equipped with this weapon.
Heckler & Koch MP5N/MP5A5
The Heckler & Koch MP5N is in the game as the "MP5N" cosign used by the United States Navy and the SEALs, the default SMG in the game as it was in the first Vegas, and is modifiable like all weapons in the game. It is used by Rainbow (especially Gabe and Logan in the first level), LVPD SWAT, and by the terrorists. The in-game model is of the MP5N, meaning that the 3-round burst setting is absent from the left side of the gun, but it nevertheless has a three-round burst setting, making it an MP5A5.
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 is in the game, it can be modified with everything except the extended magazine and is unlocked at the sixth CQB level. The MP7A1 is used with a suppressor and reflex sight by several Rainbow operatives; it is the secondary weapon for both Jung Park and Michael Walters when told to go silent.
Heckler & Koch UMP45
The Heckler & Koch UMP45 is in the game, and is the second weapon unlocked via CQB points. It can be modified with everything. Holds 25+1 rounds and has an additional 2-round burst mode. It is often used by terrorists later in game.
The IMI Uzi can be seen in the armory behind Bishop in the character customization, but is not usable in game. It is one of the planned weapons, see the "Cut Weapons" section below.
The Ingram MAC-11, referred to as the "M11" is in the game, one of the starting SMGs alongside the MP5N and MP9, and like the other weapons, it can be modified. It is often seen in terrorist hands. Uses 32-round magazines by default. One note of interest is that it's modeled after the semi-auto civilian legal M11 that is modified to full auto. Its closed bolt is the telltale sign. This machine pistol has an extremely high rate of fire and is difficult to control given that its stock cannot be extended.
The Jianshe QCQ-05 appears in the game as the "Type 05", as the eighth weapon unlocked through CQB points. It is one of the more powerful submachine guns in-game, has a 3-round burst mode and can be modified with everything except for the high capacity magazine (which it certainly does not need). The QCQ-05 can be seen in terrorist hands fairly often.
Steyr AUG Para
The Steyr AUG Para is seen in the game as a submachine gun with a high cyclic rate, and can be modified with everything. It is the ninth weapon unlocked through CQB points. It is fed from 25-round Steyr MPi 69/81 magazines. It is used by LVPD SWAT and by terrorists. As with the AUG A3, the in-game depiction of this weapon ditches the AUG's two-stage trigger (squeeze halfway for single shots, pull all the way for full-auto) in favor of a fire selector, as the 2-stage trigger would be impossible to depict for PC players.
Shotguns offer devastating power from short to medium ranges. Unlike in many video games, shotguns have realistic range, and can kill enemies not only from point-blank range. Shotguns can be modified with reflex sights, scopes (ACOG and rifle) or laser sights. For an unknown reason, the +1 shell in the chamber is not counted for the pump-action shotguns.
Benelli M3 Super 90
The Benelli M3 Super 90 appears in the game as "M3", and is one of two starting shotguns in the game. Holds 8 shells, while the real M3's max capacity is 7. It is portrayed as pump-action only, whereas the real version is convertible pump/semi.
C-More Systems M26 Modular Accessory Shotgun System
The stand-alone version of the M26 Modular Accessory Shotgun System appears in the game as "XM-26 LSS" (Lightweight Shotgun System), and is the third weapon unlocked through CQB points. Has a 5+1 shell capacity. Puzzlingly, the M26 in the game is select-fire, while the real one is a straight-pull bolt action; the bolt-action mechanism instead repurposed as a charging handle for rechambering the weapon after an empty reload.
Another cut weapon is the USAS-12. It can be seen in the armory behind Bishop in the character customization, but is not usable in game.
The Franchi SPAS-12 appears in the game as "SPAS 12", and is the first weapon unlocked via CQB points. Like in most video games, it operates in pump-action mode only while the actual SPAS is a select-fire semi-auto/pump-action shotgun, with the pump-action mode meant solely for lower-powered less-lethal shells. Appears with an 8-round military tube. On the weapon selection quick-menu, the stock is folded.
Mossberg 500 Tactical
The Mossberg 500 appears in the game as the "500 Tactical" (in the "New Weapons" trailer it was called "Tactical 500", but got renamed to "500 Tactical" before release). It is fitted with a heat-shield, a short picatinny rail on top and a pistol grip combined with a fixed stock. Can be fully modified. It is used often by the terrorists in the game. The M500 is the tenth and final weapon to be unlocked with CQB points.
Remington 870 MCS
The Remington 870 MCS appears in the game with an 8-shell capacity. Terrorists use this weapon fairly often, and it is one of the starting shotguns available to the player.
Assault Rifles / Battle Rifles
Assault and battle rifles can be modified with reflex sights, ACOG's, 6X scopes, lasers and high-capacity magazines alongside a detachable suppressor.
The AK-47 is the last assault rifle that can be unlocked in the game, the tenth weapon for Assault points. It may be a little bit outdated for a special operations team, but still, it is one of the most powerful weapons with superb penetrating power and moderate accuracy. The specific variant used in game is the original Type I AK-47 which featured a unique stamped receiver, and is incorrectly modeled with a 5.45x39mm AK-74-type magazine.
The AKS-74U is a new assault rifle available for use, and is the sixth weapon unlocked via Assault points. It can be seen in terrorist hands in the game. Appears with steel magazines. It is the most popular gun online. In the trailers, it says the AKS-74U is chambered in 7.62x39mm, but in game, it doesn't share ammo with the AK-47, so it might have been fixed when the game was actually released. The actual model for the gun appears to be based on the in game AK-47 but with a folding stock, flash hider, shortened barrel and relocated sights, featuring the same Type I stamped receiver.
The Barrett M468 is one of the new additions to the Rainbow arsenal, the third weapon unlocked with Marksman points. It can be seen used by terrorists in the Nevada Desert in game. Appears as "M468". Note that despite being capable of automatic fire, the selector only has "SAFE" and "FIRE" positions and the lower receiver lacks a hole for the autosear above the selector.
The Enfield L85A2 can be seen in game and can be equipped with everything. A Rainbow operative can be seen using this rifle in one of the game's levels. The L85A2 has the sound of the AK-47 from the original Rainbow Six: Vegas, despite having two different calibres. Curiously, the developers have depicted the L85 with pistol-style iron sights, rather than the correct ghost-ring style rear-sight.
In Vegas 2, the developers went back to the roots and brought back various things that did not make it to the first Vegas; including several guns, maps, and even weapon attachments. The FN FNC is one of those weapons, which were available in Rogue Spear and Raven Shield, but were left out of Vegas. It is the eighth weapon unlocked through Assault points. The FNC can be equipped with all assault rifle attachments. It is sometimes used by Rainbow operatives and is very often used by the terrorists.
FN SCAR-H CQC
The First Generation FN SCAR-H CQC is in the game, it is one of the default assault/battle rifles and can be modified with everything. It still incorrectly holds 30 rounds per magazine. It is extensively used by Rainbow and is often seen in terrorist use. It is Gabriel Nowak's weapon of choice along with his MP5N in the prologue mission.
The FAMAS F1, with a correct 25+1-round capacity, is in the game as the "FAMAS", one of the default assault rifles that can be modified with everything. It can sometimes be seen in terrorist hands.
Heckler & Koch G3KA4
The Heckler & Koch G3KA4 is in the game, it can be modified with everything. It is the third weapon unlocked with Assault points. It is occasionally used by terrorists. There are some inaccuracies in that it has a 30 round magazine capacity despite being modeled with the 20-round magazine.
Heckler & Koch G36C
The Heckler & Koch G36C is in the game, it can be modified with everything. It is teammate Jung Park's primary weapon, and is available for Bishop's use from the beginning.
Heckler & Koch XM8
The Heckler & Koch XM8 appears in the game as the "M8", it can be modified with everything. It is obtained late in the game, as the eighth weapon unlocked through Marksman points, and Bishop him/herself is the only user of this weapon. The in-game version is based on the late XM8 R variation adopted by the Royal Malaysian Navy, which has an accessory rail that extends to the end of the carrying handle.
IMI Tavor TAR-21
The Tavor TAR-21 is in the game and can be modified with everything. Now it correctly appears as "TAR21", not as "MTAR21" as in the original. It is the second weapon unlocked through Marksman points, and is very popular on online servers due to their high rate of fire. It has no iron sights available; attempting to use it without a scope attachment of some kind gives it the MARS sight. An upside to this is that you can use either of the non-optical attachments while having the equivalent of the reflex sight. It is sometimes used by Rainbow operatives and is quite common in terrorist use.
IMI Tavor MTAR-21 Prototype
The TAR-21 (still) shows up as the MTAR-21 Prototype on the weapon selection quick-menu.
SIG SG 552
The SIG SG 552 appears in the game as the "552 Commando", as the default assault rifle, and can be modified with everything. It is one of the assault rifles used by the Rainbow team (it is the preferred rifle of both Logan and "Ding" Chavez) and is also sometimes used by terrorists. Like in most games, it has a 30 round magazine capacity despite being modeled with the 20-round mag. Apparently not a single development team has seen what the 30-round mag looks like (it extends past the pistol grip in terms of height).
Steyr AUG A3-CQC
The Steyr AUG A3-CQC is in the game as the "AUG A3" and can be modified with everything. It is the fifth weapon unlocked through Marksman points. It is occasionally used by the terrorists. Like the AUG Para, its two-stage trigger is dumped in favor of a fire selector.
Sniper rifles are the most powerful weapons in the game, although the low rate of fire and the shortage of maneuverability in close-quarters can be a problem. Sniper rifles can be modified with 6X, 12X or variable zoom (6X and 12X) scopes. To make aiming harder and more realistic, sniper rifles have no hip-fire crosshairs except when hiding behind cover, where they will use the normal cross-shaped reticule. An interesting note is that weapon attachments are not visible on dropped weapons. This is most obvious with the sniper rifles, as, even though the only attachments available for them are scopes, they are not exempt and will appear scopeless when dropped.
Accuracy International Arctic Warfare
The Accuracy International Arctic Warfare is the one of the new usable sniper rifles in the game. It appears in the game as "L96 Arctic Warfare". This is the tenth and last weapon to be unlocked with Marksman Points.
Accuracy International AS50
The Accuracy International AS50 can be seen in the armory behind Bishop in the character customization, but is not usable in the game.
Heckler & Koch PSG-1
The Heckler & Koch PSG-1 is in the game, but is limited to hold 5 rounds. The PSG-1 is the standard Rainbow sniper rifle, but nevertheless is the sixth weapon unlocked through Marksman points.
The Izhmash SV-98 appears in the game as the "SV-98". It is often used by terrorist snipers in the game, contrary to its real-world use by Russian counter-terrorist units. It is the first weapon unlocked via Marksman points.
Knight's Armament Company SR-25
The Knight's Armament SR-25 appears in the game as "SR-25 SD", and is fitted with a non-removable suppressor, making it the only dedicated sniper rifle that can utilize one. For balancing purposes, it holds only 5+1 rounds. Can be seen used by Rainbow operatives in game, and is one of two starting sniper rifles. Unlike any other weapon in the game, it does not eject empty casings when fired, probably due to a coding glitch.
The M40A1 appears in the game with a wooden camouflage finish, and like the other sniper rifles, it can be modified with various scopes. It is the fourth weapon unlocked through Marksman points. The rifle is incorrectly portrayed with a 5-round detachable box magazine instead of an internal magazine that is loaded one round at a time - the M40A5 is the variant that is fed from a 5-shot box magazine. A note of interest is that the A5 version wasn't even introduced when the game was made. It is used by a terrorist sniper in the Refinery.
Steyr Scout Tactical
The Steyr Scout Tactical appears in the game as "Scout Tactical", and is one of two starting sniper rifles. A few of the terrorist snipers use this rifle. Like every other sniper rifle, it has a 5+1 round capacity.
Machine guns offer moderate damage, high ammunition capacity, but slow reload. MG's can be modified with reflex scopes, laser sights, rifle scopes and recoil-control stocks. All machine guns are limited to full-auto fire and have a capacity of 100 rounds (100+1 for the magazine-fed MG36).
Heckler & Koch HK21E
The Heckler & Koch HK21E is in the game as simply the "21E". It is used by the terrorists often, and is the first weapon unlocked for the player through Assault points; Michael Walters will also tote the weapon for no particular reason during the ending cutscene, despite his preference across the entire rest of the game for the Mk 46. Despite the appearance of a fire-selector switch and the appropriate markings, the HK21E is restricted to full-auto fire.
Heckler & Koch MG36
The Heckler & Koch MG36 is frequently used by enemies in the game, and is unlocked at the fourth Assault level. Despite being based on a regular G36 rifle, the MG36 is restricted to full-auto only, even though the real weapon can fire in semi-auto, full-auto and optional 2-round burst modes. The gun is correctly portrayed with usable selector switch in the Ghost Recon series, another title endorsed by Tom Clancy.
FN Minimi SPW
The FN Minimi SPW is in the game as "M249 SPW". It is fitted with an E2-type butt-stock, while the real SPW has a Para-type collapsible stock. Strangely though, it appears with collapsible stock on the weapon selection quick-menu, and its icon in the outfitting menu shows it in a mounted configuration, with a ballistic shield around the handguard and two-handed mounted grip/trigger instead of the pistol grip and stock. It is the seventh weapon unlocked via Assault points, for what little that's worth as, save for the raised upper portion of the handguard and slight differences in the coloration, it is completely identical in looks and stats to the starting Mk 46 below.
The M249 SPW sometimes appears as an emplaced turret.
MK 46 Mod 0
The Mk 46 Mod 0 appears in the game as "MK46". It is the primary weapon used by Michael Walters in Bishop's team, and is the default machine gun available to Bishop as well.
AN/M14 Incendiary Grenade
The AN/M14 incendiary grenade sets its victims on fire. Also disrupts thermal vision for a short time.
Used to breach locked doors. Teammates can also be ordered to use them.
Remotely detonated explosive charge used in both SP and MP modes. Can be used to "open" doors, as a more lethal alternative to the breaching charge.
M18 Smoke Grenade
The M18 smoke grenade can be used to lay down smoke screen. Often used by terrorists. Unlike in the first game in the series, now the teammates can be ordered to throw smoke grenades to the designated location.
M47 CS Grenade
The M47 CS grenade appears as "Tear Gas" in the game, and can only be used in MP. An XM50 Gas Mask can be used to protect against it multiplayer. This item is often restricted during multiplayer matches.
M67 Hand Grenade
The M67 hand grenade is the resident fragmentation grenade in the game. The amount of grenades the player can carry depends on the selected difficulty level, with Recruit allowing 10, Normal 5, and Realistic 2; the player's AI teammates also carry 10 grenades combined, and can be ordered to throw them when under the Assault rules of engagement.
M84 Stun Grenade
The M84 stun grenade appears as "Flashbang" in the game.
The LPO-50 flamethrower is seen on various posters and images promoting Far Cry 2.
The following weapons didn't make it to the final version of the game, yet their icons can be found among the files for the PC version. Some of these guns can be seen behind Bishop during weapon selection.