|Rainbow Six: Vegas 2
Official Box Art
||Tactical First-Person Shooter
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 by smoke, 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.
Bishop with a Beretta 92FS.
The 92FS's iron sights in the game.
Bishop empty-reloads the 92FS in the game.
The 92FS equipped with a laser sight and sound suppressor.
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.
Bishop prepares to rope down from the roof while holding his Glock 18C.
But changes his mind in the last second and engages some "freshly spawned" terrorists on the adjacent roof.
Bishop uses the Glock's iron sights, as a terrorist gets shot to bloody pieces.
A couple of minutes and a lots of dead bad guys later Bishop reloads his trusty Glock 18C. Its selector always stays on semi-auto. Unlike Ghost Recon Advanced Warfighter
and Vegas 2
do not feature animations for switching fire-modes.
Bishop blindfires the G18C.
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. 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 Mark 23 Mod 0 - .45 ACP
Bishop with a Mark 23 during a terrorist hunt.
The Mark 23's iron sights.
Bishop reloads his Mark 23. The gun actually is the Phase II Prototype version, which had front cocking serrations on the slide, which were removed from the final version of the pistol.
Third-person view of the Mark 23.
Heckler & Koch USP40
The Heckler & Koch USP 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.
Heckler & Koch USP - .40 S&W
The USP40 equipped with a laser sight during the tutorial level of the game.
The USP40's iron sights in the game.
The team prepares to breach a door during the first level. Logan and Gabe are armed with suppressed MP5N's, while Bishop holds a USP with laser sight. As in the previous game, the teammates cannot attach or remove suppressors, instead they carry a suppressed and a non-suppressed long gun.
Bishop reloads his suppressed USP40 in the game.
Bishop aims his suppressed USP40 at the head of a terrorist while hanging from a rope upside down.
Bishop holds a USP with the slide locked back. There is no auto-reload in the game, but unlike in the first Vegas
, pressing the "fire" key when a gun runs out of ammo will always initiate a reload.
IMI/Magnum Research Desert Eagle Mark I
The 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).
A matte stainless Desert Eagle Mark I - .357 Magnum
Bishop holds a Desert Eagle Mark I.
The Desert Eagle's iron sights in the game.
Reloading a Desert Eagle with a laser sight.
A Desert Eagle with an (as always for video games, completely invisible) hi-cap mag, giving it a 9+1 round capacity. Note the uncocked hammer, which would render the pistol unable to fire in real life. For some reason, all
handguns in the game are shown as DAO in the third-person view.
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 .480 Ruger due to its 6-round cylinder capacity and massive power.
Taurus Raging Bull - .44 Magnum
Bishop with a Raging Bull during a terrorist hunt.
Iron sights of the Raging Bull, unfortunately missing sight dots, which would make it difficult to discern just when they are properly aligned.
Reloading the Raging Bull. Despite being a revolver, there are two different reload animations for this weapon. If it is reloaded while there are still unfired rounds in the cylinder, the player character will properly push the cylinder closed with the off-hand after using a speedloader. However, if the cylinder is emptied, the player character will take a moment to spin the cylinder before flicking it shut with the firing hand after reloading.
Bishop uses a Raging Bull in conjunction with a riot shield. Shields give the player high protection against enemy bullets, but limit the view and remove the ability to sprint or take cover against walls until it is put away or dropped. Reloading a gun while using a shield is always done off-screen.
Bishop takes cover while holding a Raging Bull fitted with a laser sight.
As his last resort, Bishop switches to his Raging Bull and blindfires it, trying to take out as many goons as possible, before meeting his Maker...
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.
The P99's iron sights in the game.
Reloading the P99 in the game.
Bishop attaches a sound suppressor onto the P99. Note "P99" and the "Walther" logo on the slide.
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 MP-9
The Brügger & Thomet MP-9 is in the game as the "MP9", as one of the starting SMGs that can be modified with everything.
Brügger & Thomet MP-9 - 9x19mm
Bishop armed with an MP9 fitted with a laser sight during a terrorist hunt.
Attaching the sound suppressor.
Bishop retreats inside a safe train cabin and reloads the suppressed MP9.
Blindfiring the B+T MP9 during the last mission in the game.
As with most of the weapons, the MP9's sights are also misaligned.
Bishop pulls the charging handle and chambers a round. Note that the ejection port is open.
Bishop takes cover with an MP9 equipped with a high-cap magazine, which is just as long as the default 30-rounder. Also note "MP9" on the bolt.
CZ Skorpion Vz. 83
The Skorpion Vz. 83 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.
CZ Skorpion Vz.83 with 30-round magazine - .380 ACP
Iron sights of the Skorpion Vz. 83.
Bishop attaches the sound suppressor onto the Vz. 83.
Reloading a suppressed Skorpion. The gun is modeled with a 20-round magazine, but holds 30+1 rounds.
Bishop pulls the cocking handle of the Vz. 83.
Blindfiring a Skorpion with some bloody results.
Bishop takes cover and reloads his Skorpion Vz. 83.
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 P90TR once a reflex sight, ACOG or rifle scope gets mounted on it. Occasionally, terrorists will be equipped with this weapon.
Fabrique Nationale P90 - 5.7x28mm
Fabrique Nationale P90TR - 5.7x28mm
Bishop takes cover while holding a P90.
View through the default sight of the P90.
A P90TR equipped with an ACOG.
Bishop removes the magazine of the P90TR.
Bishop inserts a fresh magazine into the P90.
Bishop pulls the charging handle of the P90TR.
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 MP5N - 9x19mm
Bishop wields an MP5N with a reflex scope, while observing the image from a satellite projected right onto his HUD. The Thermal Scan is one of the new features in the game.
The MP5N equipped with a suppressor and ACOG.
The MP5N in a third-person view. Note the selector set to "3-round burst".
View through the iron sights of the MP5N.
Bishop does an HK-slap on his scoped MP5N.
Attaching the sound suppressor.
A Rainbow Operative with his MP5N on a loading screen.
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 MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm
"Regroup on me."
Bishop gives a fall-in order while holding an MP7A1 fitted with a laser sight.
Bishop holds an MP7A1 with an ACOG during a terrorist hunt.
Bishop holds an MP7A1 modded with a reflex sight.
Bishop reloads the MP7A1. The gun is always fitted with a 40-round magazine.
Bishop pulls the charging handle of her MP7A1.
Attaching a sound suppressor onto the MP7A1.
Bishop hides behind a notice board and waits for the room to be cleared by Jung and Michael. Her MP7A1 is fitted with a rifle scope.
Heckler & Koch UMP45
The H&K 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.
Heckler & Koch UMP45 with a C-More Systems red dot sight and Surefire M900 weaponlight foregrip - .45 ACP
The UMP45 with reflex sight in Killhouse. This weapon always comes with a vertical foregrip, due to the high recoil of the .45 ACP round.
Bishop pulls back the bolt of his UMP45 when it runs dry.
Bishop reloads the UMP45. Note how the selector is set to safe and clearly lacks the 2-round burst option.
Bishop does a HK-slap on his UMP45.
Iron sights of the UMP45.
Attaching the sound suppressor onto the UMP.
Third-person view of a UMP.
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.
Uzi with stock extended circled in green.
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.
Bishop overlooks Vegas with an M11 equipped with a hi-cap magazine in his hands.
The M11's misaligned iron sights in the game.
Attaching a suppressor to the M11. Due to an animation error, the silencer isn't actually screwed onto the barrel's threading, but a small distance forward. In real life this would result in the suppressor being ripped off as soon as you fired, but when removing the silencer it still has to be unscrewed from the threading despite not getting there in the first place.
Bishop reloads the MAC-11 fitted with a reflex scope. When an optic is selected as the attachment, it will be mounted on a scope mount so it won't obstruct the bolt handle.
Bishop pulls the bolt handle of the M11.
Bishop pulls the extended bolt handle of his scoped M11.
An unmodified MAC-11 in Bishop's hands.
The 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.
Bishop armed with a QCQ-05.
Bishop gives a hold position order while holding his QCQ-05 equipped with an ACOG. Note the removed front sight.
Third-person view of a stock QCQ-05 SMG.
Bishop reloads the QCQ-05 submachine gun.
Bishop pulls the charging handle of the QCQ-05.
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.
Late version Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm
Bishop wields an AUG Para on the helipad of "Calypso Casino". This level was added to the game in a free DLC, and is ported directly from Rainbow Six: Vegas
Bishop with an AUG Para fitted with an ACOG.
Bishop reloads his AUG Para.
Attaching the sound suppressor onto the AUG Para.
Bishop pulls the bolt handle of the AUG.
Bishop holds a stock AUG Para. The ugly camouflage she's wearing was custom made by herself, using the game's camouflage editor.
An LVPD SWAT officer holds an AUG Para with a reflex scope when the Rainbows meet her during Chapter 4.
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.
Benelli M3 Super 90 - 12 Gauge
A third-person view of the M3 Super 90.
Bishop blows away a bad guy with his M3 Super 90 during a terrorist hunt. The map is called "Presidio", and is one of the maps that appeared in Rainbow Six: Rogue Spear
and were re-made for Vegas 2
Bishop pumps his modded M3 after blasting away a terrorist with the shotgun.
Bishop reloads the M3 Super 90.
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.
Standalone version of M26 MASS with iron sights, M4-style telescoping stock and pistol grip - 12 gauge
Bishop sprints with the M26 MASS in his hands. Sprinting for a short time is one of the new additions in the game.
Bishop opens a door with the M26, unlucky for the guy behind it.
Bishop reloads the M26 MASS. Note the low-quality texture of the magazine.
Pulling of the bolt should be done after each shot, but instead it is pulled only after reloads from empty.
Bishop takes cover with an M26 MASS fitted with a rifle scope.
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.
An USAS-12 with magazine removed circled in green.
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.
Franchi SPAS-12 - 12 Gauge
Bishop holds a SPAS-12 modded with a reflex sight during a terrorist hunt at the "Killhouse".
Bishop armed with a SPAS-12 fitted with a rifle scope during the segment "Chase".
The SPAS-12's bare iron sights.
Bishop reloads the SPAS-12 fitted with a laser sight.
Third-person view of the SPAS-12. Notice the unfolded stock.
Bishop blindfires his scoped SPAS. Note Single Action Army
in the cowboy's holster on the sign.
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.
Mossberg 500 with heat shield - 12 Gauge
Mossberg 500 Tactical - 12 Gauge
The length of the tubular magazine is similar to this model, but the in-game version has a fixed stock, not the retractable one pictured here.
Bishop with an unmodified Mossberg 500.
A Mossberg 500 with reflex scope in the Nevada desert.
Reloading the Mossberg with laser sight turned off. The magazine tube is clearly too short to hold 8 shells.
Third-person view of a Mossberg 500 modded with an ACOG.
A 3D render of the M500 (without the fore-end for some reason), showing the pistol grip perfectly. This image is not
taken from in-game. It can be found among the game files of the PC version. That's why there is no in-game hint or "Loading..." text in the bottom of the screen.
Remington 870 MCS
The MCS variant of the Remington 870 shotgun 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.
Remington 870 MCS - 12 Gauge
Bishop wields a Remington 870 MCS fitted with a laser sight during a terrorist hunt.
Bishop stops for a second and realizes the equipping the 870 MCS with the ACOG was not his brightest idea.
A 870 MCS modded with a reflex scope.
Bishop reloads the 870 MCS.
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.
AK-47 (Type I) - 7.62x39mm
The AK-47 in the game. Equipped with an extended magazine.
Bishop with a suppressed AK-47.
Third-person view of the Kalashnikov. Note the AK-74
Bishop reloads his scoped AK after gunning down some terrorist spec ops guys. Note the empty magazine being inserted.
Bishop pushes forward the bolt after a reload from empty.
Bishop takes cover with a stock AK-47.
Bishop blindfires the AK-47.
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.
Bishop holds an AKS-74U. Vegas 2
is one of the few games where the AKS-74U appears as an assault rifle
and has the correct
Iron sights of the AKS-74U, pretty much same as the AK-47's.
Bishop lowers his AKS-74U when Jung wanders in front of him.
Bishop reloads his AKS-74U.
Bishop pushed forward the bolt after a reload from empty.
Bishop takes cover with an AKS-74U at the ready.
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 the selector only has "SAFE" and "FIRE" positions. The lower receiver also lacks a hole for the autosear above the selector, despite the weapon's full auto capability in-game.
Barrett M468 - 6.8x43mm Rem SPC
The M468 has two reloading animations: Here pictured the "Tactical Reload", which is done if there are some unfired bullets in the magazine.
And the second reloading animation: Bishop quickly pulls out the empty magazine.
Bishop always pulls the charging handle instead of using the bolt-catch release button when reloading from empty.
Bishop takes cover with the M468 at the ready.
Bishop covers a corridor with his M468.
The 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.
L85A2 / SA80A2 - 5.56x45mm NATO
Bishop sends the squad forward while holding a stock L85A2.
Iron sights of an L85A2 fitted with a hi-cap magazine, giving it a 35+1 round capacity. For some reason, the L85A2 holds only 25+1 rounds by default, even if in the "New Weapons" trailer it was shown with a 30-round capacity.
Suppressed L85A2 with a reflex sight. Note the removed front sight.
View through the reflex scope mounted on the L85A2.
An L85A2 fitted with an ACOG.
Bishop reloads the L85A2 fitted with a rifle scope.
Bishop utilizes an interesting method to release the locked-back bolt handle of his rifle.
Bishop blindfires the Enfield, and miraculously, hits the goon across the room.
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.
Good view of an FNC with ACOG as Bishop takes cover from enemy fire.
Bishop attaches a sound suppressor onto the FNC in the map "Import/Export", which was also re-made for Vegas 2
. It was originally featured in Rainbow Six 3: Raven Shield
View through the iron sights of the FNC.
Bishop blindfires his FNC.
Bishop reloads the FNC at the Vegas Convention Center Monorail Station.
Bishop pushes the bolt handle forward to chamber a round after performing a reload from empty.
One of the player's characters is tasked to cover a door during a CO-OP Terrorist Hunt.
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 holds an incorrect 30 rounds. 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.
First Generation Fabrique Nationale SCAR-H CQC with M68 Aimpoint scope and RIS foregrip - 7.62x51mm NATO
Bishop holds a SCAR-H CQC fitted with an ACOG.
Bishop reloads the SCAR-H CQC. Like the UMP45, the SCAR is also always fitted with a foregrip.
Pulling the charging handle of the rifle.
Iron sights of the SCAR-H CQC, very similar to the AUG A3's.
Attaching the sound suppressor.
Bishop takes cover with a suppressed SCAR-H.
GIAT FAMAS F1
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.
GIAT FAMAS F1 - 5.56x45mm
Bishop examines an equipment crate while holding a stock FAMAS F1.
A FAMAS fitted with an ACOG.
Bishop with a FAMAS F1 equipped with a 6X scope.
A shot of the FAMAS in a third-person view.
A terrorist getting shot to pieces with a FAMAS.
Bishop reloads his FAMAS.
Bishop pulls the charging handle of the FAMAS F1. Note how still "0" appears on the HUD. It will change only when the reload is done completely.
Bishop blindfires the FAMAS F1 inside the parking lot.
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 G3KA4 - 7.62x51mm NATO
Bishop holds a G3KA4 without any attachments during a terrorist hunt.
The G3KA4 being reloaded.
Bishop removes the sound suppressor from the G3KA4.
Bishop hides behind a car and reloads his G3KA4 fitted with a reflex scope.
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 G36C - 5.56x45mm
Bishop holds a G36C equipped with a high-cap magazine.
A third-person view of the G36C.
Bishop reloads his G36C fitted with a scope. Note selector set to safe.
Bishop pulls the charging handle of his modified G36C. This is one of the few weapons, where the iron sights disappear when an optic gets mounted on the carrying handle.
Bishop blindfires his G36C inside the library.
Jung Park's G36C equipped with an ACOG onboard a helicopter en-route to the mission level. For an unknown reason, he uses a low-quality model G36C.
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.
Heckler & Koch XM8 - 5.56x45mm
Heckler & Koch XM8 R - 5.56x45mm. Note the railed carry handle.
Bishop armed with an XM8 rifle.
An XM8 with ACOG. Instead of being folded down, the flip-up iron sights are usually removed once an optic gets attached to a gun.
Bishop attaches the suppressor onto the XM8.
Bishop reloads the XM8 assault rifle during a terrorist hunt.
Bishop opens fire on some terrorists conveniently hiding behind a bench during the prologue mission of the game.
A good view of the w_model of the "M8" as bearded Bishop prepares to safely open a door.
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 TAR-21 - 5.56x45mm
The default MARS sight of the TAR-21. Iron sights are not available in Vegas 2, like they were in Modern Warfare 2
Bishop about to insert a new magazine into the TAR-21.
Bishop pulls the charging handle and chambers a bullet. Note the low-quality model of the MARS sight.
A dead LVPD SWAT offices holds onto his scoped TAR-21.
Bishop screws on a sound suppressor.
Bishop takes cover behind a thin concrete wall, what the enemy bullets can easily penetrate.
Even if there are no iron sights available, the TAR-21 is shown without any kind of optic when on the ground. Also note the absence of the flash hider.
IMI Tavor MTAR-21 Prototype
The TAR-21 (still) shows up as the MTAR-21 Prototype on the weapon selection quick-menu.
IMI Tavor MTAR-21 Protoype with ITL MARS red dot sight and 20-round magazine - 5.56x45mm
Close-up of the weapon selection quick-menu, showing the MTAR-21 Prototype as the icon of the TAR-21. Some other weapons also have wrong icons, like the SPAS-12 is shown with stock folded, or the M249 SPW a with correct Para stock despite having an E2 stock in-game, This is the only time when a completely different weapon's image is used on a gun icon.
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).
SIG SG 552 with an empty
20-round magazine - 5.56x45mm NATO
SIG 551-A1 with the 30-round magazine as reference. Note the length of it.
Bishop takes cover from enemy fire while holding an SG 552 fitted with a 4x ACOG. The length of the magazine can be seen on this image. Also note how the third-person model of the rifle has no flash hider.
Bishop with an SG 552 during a terrorist hunt gameplay. The rifle features a full-length rail on top.
Iron sights of the SG 552.
Bishop reloads his suppressed SIG.
Bishop chambers a round on his 552 Commando.
Bishop blindfires the SG 552 when he gets cornered by hostile forces.
Steyr AUG A3
The Steyr AUG A3 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.
Steyr AUG A3 with Surefire M900 weaponlight foregrip and EOTech red dot sight - 5.56x45mm NATO
Bishop watches the hostages as they retreat to safe distance with his AUG A3 in his hands. His AUG is equipped with an extended magazine, hence the 40-round capacity on the HUD.
An AUG A3 with a reflex scope during the final mission of the game.
View through the extremely small iron sights of the AUG A3.
Bishop takes cover with an AUG A3.
Reloading animation of the AUG.
Bishop pulls the cocking handle of his scoped AUG A3.
Bishop luckily hits a terrorist when he blindfires his scoped AUG A3.
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 Arctic Warfare - 7.62x51mm NATO
Bishop holds the Arctic Warfare in Vegas 2
Bishop operates the bolt of the rifle after a shot.
Bishop reloads the Arctic Warfare after clearing a courtyard full of goons.
Bishop takes cover with the Arctic Warfare.
The in-world model of the AW always has the scope removed.
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.
Accuracy International AS50 - .50 BMG
Low quality model of the AI AS50 without magazine and telescope circled in green.
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.
Heckler & Koch PSG-1 - 7.62x51mm NATO
The PSG-1 in the hands of Bishop.
Bishop pulls back the bolt when the PSG runs empty.
Bishop inserts a new magazine into the rifle.
Bishop reloads the PSG-1 while taking cover in the library.
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.
Izhmash SV-98 - 7.62x54mm R
Bishop wield an SV-98 during the level "Gymnasium".
An empty casing flies away as Bishop operates the bolt of the SV-98.
Bishop reloads the SV-98.
Third-person view of the SV-98.
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.
Early version Knight's Armament SR-25 with Harris bipod and 10-round magzine - 7.62x51mm NATO
Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO
The suppressed SR-25 in R6V2.
Bishop reloads the sniper rifle.
Bishop pulls the charging handle of the SR-25. The developers modeled the gun with a 10-round magazine, but it holds only 5 rounds. Five round magazines do not exist for the SR-25 rifle in real life.
Bishop takes cover with a suppressed SR-25.
A dropped SR-25 on the ground.
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.
Remington/USMC M40A1 - 7.62x51mm NATO
Bishop wields an M40A1 with a wooden camouflage finish as he receives new orders from "Six".
Bishop operates the bolt of the M40A1.
Reload animation of the M40A1. On the image, Bishop is inserting a new magazine into the rifle. Surprisingly, Vegas
and Vegas 2
are not the only video games to portray the M40A1 with a detachable magazine: Half-Life: Opposing Force
also had an M40A1 with the same incorrect feature.
Bishop takes cover with the M40A1 in hands.
Steyr Scout Tactical
The 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.
Steyr Scout Tactical - 7.62x51mm NATO
Bishop with a Scout Tactical during the gymnasium level.
Bishop operates the bolt of the same Scout after a well-placed headshot.
Bishop takes cover with a Scout Tactical.
Bishop reloads the Scout Tactical.
World-model of the rifle.
Bishop with the Scout Tactical in the Outfitting menu.
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 "21E". It is used by the terrorists often, and is the first weapon unlocked for the player through Assault points. Despite the appearance of a fire-selector switch and the appropriate markings, the HK21E is restricted to full-auto fire.
Heckler & Koch HK21E machine gun - 7.62x51mm NATO
Bishop wields an HK21E. Note the short picatinny rail on top.
Bishop holds a scoped HK21E.
Third-person view of the HK21E.
Bishop pulls back the bolt of the HK21E.
Reloading animation of the HK21E. Note the selector set to safe.
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.
Heckler & Koch MG36 with Beta-C drum magazine - 5.56x45mm NATO
Bishop wields a factory-stock MG36. The rail on the top appears to be fictional, as H&K never offered carrying handles with full-length accessory rails.
An MG36 in the game equipped with a telescoping sight.
Reloading an MG36 in the game.
Bishop pulls the charging handle of the MG36.
Bishop (this time a female) holds the MG36.
Bishop uses the Snake Cam to spy on an unsuspecting terrorist armed with an MG36.
FN M249 SPW
The M249 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, it is completely identical in looks and stats to the starting Mk 46 below.
FN Minimi SPW - 5.56x45mm
Bishop wields an unmodified M249 SPW.
The M249's iron sights in the game. In reality, shot placement would be above your point of aim.
Bishop takes cover with the M249 SPW. Note the fixed stock.
Bishop opens the cover so he can change the belt of his M249 SPW.
Bishop pulls the charging handle of the M249 SPW.
The M249 SPW appears with a gun shield and spade grips during weapon customization.
The M249 SPW sometimes appears as an emplaced turret.
Close-up of a turret in the game.
Bishop takes cover while manning a mounted M249 SPW.
Bishop fires the turret. When using a turret, the game always switches to third-person view.
All the turrets in the game have unlimited ammo, but must be reloaded when the 100-round ammo can runs out.
FN 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.
FN Mk 46 Mod 0 machine gun - 5.56x45mm
Michael Walters armed with a stock MK 46 Mod 0 machine gun. It is "stock", because the grip is always equipped to the gun and cannot be removed.
Bishop wields an MK 46 Mod 0 fitted with a reflex sight.
Bishop guns down a goon with a scoped MK 46 Mod 0 machine gun.
Bishop takes cover with the scoped MK 46 Mod 0.
First part of the long reloading sequence: Here pictured Bishop removing the drum.
Misaligned sights of the MK 46 Mod 0.
Bishop with an almost empty MK 46 Mod 0. Note how the bullets actually disappeared from the belt. This is an extremely rare sight in video games.
Bishop pulls the charging handle of the MK 46 Mod 0.
AN/M14 Incendiary Grenade
The AN/M14 incendiary grenade sets its victims on fire. Also disrupts thermal vision for a short time.
AN/M14 incendiary grenade
The "Incendiary" during gadget selection.
Close-up of an AN/M14 grenade on the ground.
Bishop throws an AN/M14, with the spoon and pin still attached.
High-quality render of a few AN/M14 incendiary grenades.
Used to breach locked doors. Teammates can also be ordered to use them.
A deployed breaching charge on a door.
Remotely detonated explosive charge used in both SP and MP modes. Can be used to "open" doors.
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.
The "Smoke" during gadget selection.
Close-up of a thrown M18 smoke grenade. It is a mystery how can the smoke get out of the grenade...
High-quality render of a few M18 smoke grenades.
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 the M47 CS grenade. This item is often restricted during multiplayer matches.
XM47E3 (standardized as the M47) CS grenade
The "Tear Gas" during gadget selection. This CS grenade is one of the few equipment that cannot be used in the SP or CO-OP part of the game.
Close-up of a thrown M47 grenade.
...and the effects of walking into the green cloud of the M47.
M67 Hand Grenade
The M67 is the resident fragmentation grenade in the game. The amount of grenades that can be carried depends on the selected difficulty level.
M67 High-Explosive Fragmentation hand grenade
The "Frag Grenade" during gadget selection.
An M67 grenade on the ground.
Bishop "blind-throws" a frag grenade. Note how the safety pin and spoon are still attached to the body of the grenade.
High-quality render of two M67 fragmentation grenades.
M84 Stun Grenade
The M84 stun grenade appears as "Flashbang" in the game.
The "Flashbang" during gadget selection.
A thrown M84 grenade in the game.
High-quality render of a few M84 stun grenades.
The LPO-50 flamethrower is seen on various posters and images promoting Far Cry 2.
LPO-50 flamethrower with backpack and tube
A Far Cry 2 poster inside the Las Vegas Convention Center.
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.
From left to right: SIG-Sauer P226
, Heckler & Koch UCP
, IMI Uzi
, TsNIITochMash SR-2M Veresk
, Daewoo USAS-12
, Izhmash Saiga 12K
, Mossberg 500 Cruiser
, ST Kinetics Ultimax 100 Mark 2
, SIG SG 550 Sniper
and Accuracy International AS50